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SEMINAR & BOOK REVIEW

Faculty of Technology and Computer Science Unpri Holds Seminar and Book Review How to Quickly Become a Great Animator

Faculty of Technology and Computer Science Universitas Prima Indonesia (Unpri), Saturday, March 30, 2013, held a National Seminar and Book Review How to Quickly Become a Great Animator!!! at Unpri Campus III, Jalan Danau Singkarak, Gg. Madrasah Medan, with the theme:

Revealing Various Spectacular Animation Techniques, Tips & Tricks & Special F/X for Hollywood-Style Box Office Films Quickly, Easily & Enjoyably

The seminar with speaker Anditya, ST. (CEO of DreamArch Animation) was attended by Advisor, dr. I Nyoman Ehrich Lister, M.Kes, AIFM, Head of BPH Unpri Tommy Leonard, S.H., M.Kn, Rector of Unpri Prof. dr. Djakobus Tarigan, AAI, DAAK, Dean of the Faculty of Technology and Computer Science Unpri Abdi Dharma, S.Kom, Aditya, ST, Head of the Committee Juniman Nduru, and the deans, as well as vice deans in the ranks of Unpri, and Unpri students.

Anditya, ST, (DreamARCH Animation) in his presentation mentioned that multimedia technology emerged as the third revolution in the world of information technology after automation (computing) and the internet.

Basically, Anditya said, information technology has the ability to create, process, store, send, and present data digitally.

"As an 'evolution' of this ability, there are many useful applications that can be produced to support the quality of human life. In real terms, automation replaces conventional/manual methodology to become computerized. Then the internet makes distance increasingly meaningless and makes it easier for us to obtain various information that enriches our insights. While multimedia combines elements of art and technology that make activities easier and more dynamic," he said.

Meanwhile, the definition of multimedia, he said, is a collection of elements in the form of text, images, videos/movies, voices/narrations, sound/music, and animations that are summarized in a product composition. For example: opening/bumper tv, flying logo, company profile, video clip, game, advertisement, to film.

According to him, the real benefit of a multimedia product is the presentation of complete information by combining a collection of media elements above so that the audience can enjoy the information/message that wants to be conveyed in detail, clearly and accurately. "So multimedia technology is able to bring audio-visual information in an integrated manner into the digital world," he said again.

A successful multimedia product, said Anditya, is not only good in terms of its function/usability, but must also be able to attract the attention of users to enjoy and even provide a unique and captivating "user experience", which is different from most other conventional products. If this goal is achieved, users will become a permanent or loyal target market. This is where animation plays an important role in the multimedia industry.

In between his presentations, Anditya explained that the literal definition of animation is to make it live or move. So, animating an object means making the object look alive. Animation has become widely known since the popularity of television media which is able to present moving images from recordings of activities of living creatures, both humans, animals, and plants. Compared to still objects (not moving), animation is preferred by viewers because it is able to arouse enthusiasm and arouse emotions.

In the early era, animations were made based on two-dimensional objects (2D Animation). The revolution of this type of animation is still very popular today. The largest percentage of products from this type of animation are animated films produced by Walt Disney, animations from Europe to animations with the term Anime which were popularized by Japan.

Anditya added that currently the development of the world of computer animation has been very rapid. Especially since the emergence of three-dimensional animation (3D Animation) which is able to create object models and their movements that are almost close to real reality. It's just that the object is made in the virtual world (virtual reality).

Along with the increasing number of animated works that have recently been increasingly found in various television shows, this combination of art and technology has turned out to have very large business potential. The wide open market opportunity is the animation production house business (animation house) or what is commonly known as the broadcast sector.

In western countries, he said, especially America, the broadcast industry is growing very rapidly. Currently, the Hollywood film industry is generating significant foreign exchange for America. In other words, the creative industry is starting to shift industries that have relied on natural resources.

Interesting news to note is the fact that almost all of the best-selling films of all time in the last decade were made using animation techniques, either in part or in whole, starting from the Jurassic Park film that shocked the world because it was able to bring back extinct prehistoric animals to the phenomenal Titanic film that was able to combine dramatic elements of film with fantastic animation of a sinking cruise ship. What is still fresh in the memory is how the Lord of The Ring trilogy film was able to amaze the audience by presenting scenes that were extremely impossible to realize without the help of computer animation technology. Animation is also able to bring characters in a novel story to life on the big screen, for example the Harry Potter film which was adapted from the best-selling novel of the same title by J.K. Rowling.

The arrival of the era of multimedia and animation technology provides an opportunity for Indonesia to catch up with other countries in the IT field.

"Indonesia actually has a huge opportunity. This is reinforced by the rich multimedia content that can be explored from Indonesian cultural culture. Starting from music, videos, animations and other typical Indonesian cultural products, there is an opportunity to be exported in digital format. Likewise, the beauty of nature and other aspects. Coupled with the artistic ability of our workforce who are able to compete and are not inferior in quality to workers from other countries. However, one thing that differentiates and inhibits the development of animated films in Indonesia with America and Japan is the concept of industrialization," he said.

Meanwhile, Dean of the Faculty of Technology and Computer Science Unpri Abdi Dharma, S.Kom, said that images as we know them are a combination of points, lines, planes, and colors to create an imitation of an object. Usually the object of the image can be a physical object or a human. Images can be in the form of two-dimensional images, such as paintings, photographs, and also in three-dimensional forms, such as statues.

Abdi explained that animation in general has the meaning of a film that is the result of processing a collection of images into moving images. At the beginning of its discovery, animated films were made from sheets of drawing paper which were then "rotated" so that the effect appeared as if the image was moving.

"The dream and opportunity to become an animator are wide open in today's era, because with only a computer and supporting graphic applications, making animations becomes very easy and fast," said Abdi.

Abdi said that the field related to images and animation is one of the inseparable parts of information technology. This part is an important interaction between humans and computers. In creating a software or information system, it must also be accompanied by an attractive and easy-to-understand interface. The interface with images is usually called the "graphical user interface", such as the use of smartphones, tablets, computers and so on.

In a separate place, the Head of the Committee Juniman Nduru hopes that this seminar can foster a sense of togetherness among students of the Faculty of Technology and Computer Science Unpri. And also as a place for self-learning about science, especially in the field of information technology.


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