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Showing papers on "Storyboard published in 2019"


Book ChapterDOI
01 Jan 2019
TL;DR: Every time you create an iOS project, it will likely include at least two .swift files: ViewController.swift and AppDelegate.sw Swift, which lets you write code that manages the user interface.
Abstract: Every time you create an iOS project, it will likely include at least two .swift files: ViewController.swift and AppDelegate.swift. A ViewController.swift file connects to a scene in a storyboard and lets you write code that manages the user interface. Each time you add another view controller scene to the storyboard, you’ll likely need another ViewController.swift file (under a different name) to manage any user interface objects such as buttons, text fields, or switches.

92 citations


Proceedings ArticleDOI
25 May 2019
TL;DR: In this paper, the authors propose a system, StoryDroid, to automatically generate the storyboard for Android apps, and assist different roles to review apps efficiently by extracting the activity transition graph and leveraging static analysis techniques to render UI pages.
Abstract: Mobile apps are now ubiquitous. Before developing a new app, the development team usually endeavors painstaking efforts to review many existing apps with similar purposes. The review process is crucial in the sense that it reduces market risks and provides inspiration for app development. However, manual exploration of hundreds of existing apps by different roles (e.g., product manager, UI/UX designer, developer) in a development team can be ineffective. For example, it is difficult to completely explore all the functionalities of the app in a short period of time. Inspired by the conception of storyboard in movie production, we propose a system, StoryDroid, to automatically generate the storyboard for Android apps, and assist different roles to review apps efficiently. Specifically, StoryDroid extracts the activity transition graph and leverages static analysis techniques to render UI pages to visualize the storyboard with the rendered pages. The mapping relations between UI pages and the corresponding implementation code (e.g., layout code, activity code, and method hierarchy) are also provided to users. Our comprehensive experiments unveil that StoryDroid is effective and indeed useful to assist app development. The outputs of StoryDroid enable several potential applications, such as the recommendation of UI design and layout code.

89 citations


Journal ArticleDOI
TL;DR: This work presents the web-based Narralive Storyboard Editor and theNarralive Mobile Player app, developed with the objective to assist the creative process and promote research on different aspects of the application of mobile digital storytelling in cultural heritage settings.

32 citations


Proceedings ArticleDOI
15 Oct 2019
TL;DR: Inspired by the fact that our understanding of languages is based on our past experience, the authors propose a novel inspire-and-create framework with a story-to-image retriever that selects relevant cinematic images for inspiration and a storyboard creator that further refines and renders images to improve the relevancy and visual consistency.
Abstract: A storyboard is a sequence of images to illustrate a story containing multiple sentences, which has been a key process to create different story products. In this paper, we tackle a new multimedia task of automatic storyboard creation to facilitate this process and inspire human artists. Inspired by the fact that our understanding of languages is based on our past experience, we propose a novel inspire-and-create framework with a story-to-image retriever that selects relevant cinematic images for inspiration and a storyboard creator that further refines and renders images to improve the relevancy and visual consistency. The proposed retriever dynamically employs contextual information in the story with hierarchical attentions and applies dense visual-semantic matching to accurately retrieve and ground images. The creator then employs three rendering steps to increase the flexibility of retrieved images, which include erasing irrelevant regions, unifying styles of images and substituting consistent characters. We carry out extensive experiments on both in-domain and out-of-domain visual story datasets. The proposed model achieves better quantitative performance than the state-of-the-art baselines for storyboard creation. Qualitative visualizations and user studies further verify that our approach can create high-quality storyboards even for stories in the wild.

18 citations


Proceedings ArticleDOI
01 Jun 2019
TL;DR: The authors proposed a text-to-animation system which is capable of handling complex sentences by introducing a text simplification step into the process, which is used to generate a rough storyboard and video depicting the text.
Abstract: Automatically generating animation from natural language text finds application in a number of areas e.g. movie script writing, instructional videos, and public safety. However, translating natural language text into animation is a challenging task. Existing text-to-animation systems can handle only very simple sentences, which limits their applications. In this paper, we develop a text-to-animation system which is capable of handling complex sentences. We achieve this by introducing a text simplification step into the process. Building on an existing animation generation system for screenwriting, we create a robust NLP pipeline to extract information from screenplays and map them to the system’s knowledge base. We develop a set of linguistic transformation rules that simplify complex sentences. Information extracted from the simplified sentences is used to generate a rough storyboard and video depicting the text. Our sentence simplification module outperforms existing systems in terms of BLEU and SARI metrics.We further evaluated our system via a user study: 68% participants believe that our system generates reasonable animation from input screenplays.

13 citations


Proceedings ArticleDOI
27 Jul 2019
TL;DR: The results prove that the proposed meta-model is capable of generating both simple as well as complex storyboards that can be transformed to evolutionary prototype of a given system.
Abstract: The primary essence of storyboarding, reducing complexity in uncertain environments and creating an early visualization of complex system, makes it one of innovative requirement elicitation techniques. Based on the initial sketchy requirements, an abstract level storyboard may be created depicting user interactions with distinct scenes and scenarios for web-based User Interfaces (UI). Multiple rounds of elicitations and storyboards creations will develop initial sketchy storyboard into a refined depiction of user needs. The advent of Model-Driven Software Engineering (MDSE) and Model-Driven Architecture (MDA), as against code centric approaches, presents an abstract view of software products in the shape of models as primary artifacts for automated design development and implementation. In this article, the concepts of Storyboarding and Metamodeling are merged to introduce a Storyboard Metamodel regarding Web-based UI. This leads to automatically develop an evolutionary prototype of a given system from initial requirements. The application of proposed meta-model is demonstrated through a web application case study. The results prove that the proposed meta-model is capable of generating both simple as well as complex storyboards that can be transformed to evolutionary prototype of a given system.

12 citations


Journal ArticleDOI
TL;DR: This study focuses on the production of storyboard contents suitable for slow-reading students to save time and cost of game model development and uses a child-centered design method that involves paper prototypes, chauffeured prototype, think aloud protocols and observations.
Abstract: Serious game is an alternative teaching aid that is getting a place of use by teachers and parents. Its widespread use has basically changed the way of life and learning of children and has a positive impact on achievement and increased the motivation of children in learning. However, not all serious game designs are suitable for slow-reading students. They are slightly different from other students in terms of cognitive potential and are struggling to meet academic demands in the class. Therefore, the main objective of this study is to produce low-fidelity prototypes involving target users as early as the design process. This study focuses on the production of storyboard contents suitable for slow-reading students to save time and cost of game model development. This study uses a child-centered design (CCD) method that involves paper prototypes, chauffeured prototype, think aloud protocols and observations. The results of this study are low-fidelity prototypes in the form of computerized storyboards that have been verified and will be used for heuristic assessments. These low-fidelity prototypes are expected to give an early look and help researchers in developing high-fidelity prototypes.

9 citations


Journal ArticleDOI
30 Oct 2019
TL;DR: In this paper, the authors describe the characteristics of storyboard design and find out the multimedia story board design of mathematics learning in the production of BTIKP (Center for Information and Communication Technology Education) of the Jambi Provincial Education Office according to the rules based on ADDIE framework learning design.
Abstract: This study aims to describe the characteristics of storyboard design and to find out the multimedia storyboard design of mathematics learning in the production of BTIKP (Center for Information and Communication Technology Education) of the Jambi Provincial Education Office according to the rules based on ADDIE framework learning design. The researcher uses the ADDIE framework learning design because this design is more effectively used as a reference for the creation and development of a learning media. From the results of the identification carried out by the researcher in three stages. For the characteristics of the multimedia storyboard design of mathematics learning produced by the BTIKP (Center for Educational Information and Communication Technology) of the Jambi Provincial Education Office, there is one storyboard that satisfies the assessment, namely in the third stage (evaluating and revising) for multimedia storyboards learning mathematics with Geometry Transformation material. Overall the design of the five multimedia storyboards of mathematics learning produced by the BTIKP (Center for Educational Information and Communication Technology) of the Jambi Provincial Education Office which has been investigated by researchers is still a design that is not in accordance with the design of ADDIE framework learning.

9 citations


Posted Content
TL;DR: A text-to-animation system which is capable of handling complex sentences, and a set of linguistic transformation rules that simplify complex sentences are developed.
Abstract: Automatically generating animation from natural language text finds application in a number of areas e.g. movie script writing, instructional videos, and public safety. However, translating natural language text into animation is a challenging task. Existing text-to-animation systems can handle only very simple sentences, which limits their applications. In this paper, we develop a text-to-animation system which is capable of handling complex sentences. We achieve this by introducing a text simplification step into the process. Building on an existing animation generation system for screenwriting, we create a robust NLP pipeline to extract information from screenplays and map them to the system's knowledge base. We develop a set of linguistic transformation rules that simplify complex sentences. Information extracted from the simplified sentences is used to generate a rough storyboard and video depicting the text. Our sentence simplification module outperforms existing systems in terms of BLEU and SARI metrics.We further evaluated our system via a user study: 68 % participants believe that our system generates reasonable animation from input screenplays.

7 citations


Proceedings ArticleDOI
20 Sep 2019
TL;DR: VIStory is presented, an interactive storyboard for exploring visual information in scientific publications containing substantial visual information, such as the visualization publications, using an automatic figure extraction method.
Abstract: Many visual analytics have been developed for examining scientific publications comprising wealthy data such as authors and citations. The studies provide unprecedented insights on a variety of applications, e.g., literature review and collaboration analysis. However, visual information (i.e., figures) that are widely employed for storytelling and methods description are often neglected. We present VIStory, an interactive storyboard for exploring visual information in scientific publications. We harvest the data using an automatic figure extraction method, resulting in a large corpora of figures. Each figure contains various attributes such as dominant color and width/height ratio, together with faceted metadata of the publication including venues, authors, and keywords. To depict these information, we develop an intuitive interface consisting of three components: 1) Faceted View enables efficient query by publication metadata, benefiting from a nested table structure, 2) Storyboard View arranges paper rings -- a well-designed glyph for depicting figure attributes, in a themeriver layout to reveal temporal trends, and 3) Endgame View presents a highlighted figure together with the publication metadata. The system is especially useful for scientific publications containing substantial visual information, such as the visualization publications. We demonstrate the effectiveness of our approach using two case studies conducted on past ten-year IEEE VIS publications in 2009 - 2018.

5 citations


Proceedings ArticleDOI
01 Dec 2019
TL;DR: This paper discusses how a video game is implemented to support religious learning and sees that there is an opportunity for learning about religion to be supported by its utilization to provide an interactive and fun learning experience.
Abstract: Currently, the growth of information and technology is rapid. It makes a lot of things in various fields including education becoming more effective and efficient. In education, one of its implementation which is a game is proven to be a useful tool to support conventional teaching methods and bring a more natural understanding of learning materials. Moreover, as a product of the popular culture in modern society, video game mirrors the general culture practice in real life and reflects it via its own culture inside the game. This makes a video game can give a contribution to the social construction of reality as it affects the player’s view towards learning in real life and vice versa. From there, we see that there is an opportunity for learning about religion to be supported by its utilization to provide an interactive and fun learning experience. In this paper, we discuss how a video game is implemented to support religious learning. The game was developed with the scrum method where we surveyed to gather the user requirements before the design step. The game design was made by using the use case diagram and storyboard, and it was built using Unity version 2017.3.0f3.

Journal ArticleDOI
16 Apr 2019
TL;DR: The storyboard template allows subject matter experts to develop VRS that capable to train nursing care skills in a safe and immersive environment.
Abstract: Introduction : Practicingclinical nursing skills requires high fidelity learning methods but are often constrained by financial factors. Virtual Reality Simulation (VRS) is a practical learning method that is able to project visually the experience of practicing nursing care in a virtually real situation. VRS is financially affordable and portable, allowing students to learn whenever and wherever. This study focused on developing the storyboard of a VRS as a method of practicing nursing care skills in the case of acute respiratory system infection at Faculty of Nursing, Universitas Padjadjaran. Methods: This study utilized qualitative descriptive design.An expert group consists of a paediatric nurse, a senior paediatric nursing lecturer, an e-learning expert and two VR experts was working serially to develop the case and storyboard. The case development stage was conducted using a Focus Group Discussion (FGD) and the storyboard development stage used two workshop sessions. The NLN/Jeffries Simulation was used as a framework to develop the storyboard. Results: The learning objectives, scenes, actions, challenges and redirect elements were identified. The learning objectives is the most essential foundation in building a storyboard. Conclusion: The storyboard template allows subject matter experts to develop VRS that capable to train nursing care skills in a safe and immersive environment.

Proceedings ArticleDOI
28 May 2019
TL;DR: A co-creation activity is organized where participants engage in the ideation, design, and prototyping of a storyboard for promoting safety in digital fabrication.
Abstract: This workshop is intended to anyone (students, teachers, practitioners, technologists, designers, academics, etc.) working within or interested in the digital fabrication field. The workshop focuses on promoting, adopting, and developing a safety culture in digital fabrication. During the workshop, the participants will share information and experiences about safety in digital fabrication. A co-creation activity is organized where participants engage in the ideation, design, and prototyping of a storyboard for promoting safety in digital fabrication.

Journal ArticleDOI
01 Jun 2019
TL;DR: The storyboard and prototype development of Virtual Reality (VR) Night Forest application which aims to provide an alternative tool for Nyctophobia treatment and the repeated use of the game can positively motivate users to train themselves to get comfortable in darkness.
Abstract: Nyctophobia is an exaggerated fear that arises when a person is in the dark or at nightime. In psychology, cognitive behavioral therapy is commonly used to treat a person who is accustomed to face his/her fears by giving positive suggestions of the fears, then confront the fears until he/she no longer feels anxious. This paper presents the storyboard and prototype development of Virtual Reality (VR) Night Forest application which aims to provide an alternative tool for Nyctophobia treatment. The adventure game which is located in a forest at nightime is used as a new means to allow the user to become familiar with darkness. In the game, the user is made aware of the wonderful experience of hearing natural sounds such as footsteps, bird and door sounds. The user, as a boy scout, is then assigned to look for logs in the forest with different lighting levels. The storyboards are implemented on Mobile VR Apps. The experimental study shows that fear level of female users remains high compared with male users. Nevertheless, the repeated use of the game can positively motivate users to train themselves to get comfortable in darkness. In the experiment, the usability assessment concerning virtual reality user interfaces is presented using Sutcliffe approach.

Journal ArticleDOI
TL;DR: In this paper, student perspectives on visualisation used as a constructionist technique for learning the law in an authentic context are discussed, and student constructions of storyboards, comics, films and...
Abstract: This study discusses student perspectives on visualisation used as a constructionist technique for learning the law in an authentic context. Student constructions of storyboards, comics, films and ...

Patent
02 May 2019
TL;DR: In this article, the authors present systems and methods that generate a summary storyboard from a plurality of image frames using a machine-learned model and object data that describes the locations of objects recognized in the plurality of images.
Abstract: The present disclosure provides systems and methods that generate a summary storyboard from a plurality of image frames. An example computer-implemented method can include inputting a plurality of image frames into a machine-learned model and receiving as an output of the machine-learned model, object data that describes the respective locations of a plurality of objects recognized in the plurality of image frames. The method can include generating a plurality of image crops that respectively include the plurality of objects and arranging two or more of the plurality of image crops to generate a storyboard.

Journal ArticleDOI
01 Jul 2019
TL;DR: The result suggests that doll staging allows participants to think from users’ perspective in developing new idea, providing new direction to choose scenario based design tools according to objective or context of design project.
Abstract: Various tools for participatory design approach have been developed to support users to engage design process. Doll scenario is proposed as a generative tool for letting participants make and enact scenarios. However, suitable context to practice doll scenario is unclear in comparison with other tools using scenario. Therefore, our overall objective is to increase understanding of characteristics of making scenario in two different ways of expression; with doll and storyboard. We developed a doll scenario method, doll staging. The tool was evaluated in comparison to storyboard at a workshop which is a part of a new product development project in a corporate. The workshop was evaluated by semi-structured interviews with the participants and observations of the workshop and design outcome. The result suggests that doll staging allows participants to think from users? perspective in developing new idea. These findings provides new direction to choose scenario based design tools according to objective or context of design project. We also discuss potentials and research directions to use tools for developing scenario in corporate contexts.

Journal ArticleDOI
01 Jul 2019
TL;DR: An industry case study conducted with Ford Design Asia Pacific to assess the embodiment of UX in early concepts concludes that sketching contextual features of experience can provide a starting point to develop aspects of UX that can be used to differentiate and identify the Ford brand.
Abstract: The prospect of autonomous vehicles and associated technologies has disrupted traditional modes of vehicle operation and ownership. This requires automotive designers to shift their focus from designing vehicle form to consider the design of transport experiences. As such, there is a need to explore how best to support automotive designers in communicating user experiences (UX) alongside the physical design of vehicles. This paper presents an industry case study conducted with Ford Design Asia Pacific to assess the embodiment of UX in early concepts. Attributes of generalised model for UX are mapped to designers' storyboard illustration for the experience of an advanced concept for an autonomous vehicle interior. Results show how a mix of captions, sketches of users and contextual features illustrate different attributes of user experience. From findings we conclude firstly, the need to develop a toolkit to help designers communicate descriptions of as yet designed interactions. We also conclude that sketching contextual features of experience can provide a starting point to develop aspects of UX that can be used to differentiate and identify the Ford brand.

Journal ArticleDOI
20 Nov 2019
TL;DR: This research presents a virtual reality system that aims to improve the quality of the data collected in marketing research, designed and developed using Human–Computer Interaction techniques like iterative design, storyboards and prototypes.
Abstract: Market research is important because every company wants to stand out from their competitors. However, there are well-known weaknesses of traditional market research methods. This research presents a virtual reality system that aims to improve the quality of the data collected in marketing research. The system was designed and developed using Human–Computer Interaction techniques like iterative design, storyboards and prototypes. One hundred and twenty eight participants were involved in this research. Thirty five computer science graduate students, and twelve marketing professors validated the idea through a storyboard. Adjectives like innovative, useful and interesting were used by the participants to refer to the idea presented. Furthermore, eighty one marketing graduate students validated the prototype’s user experience and usability using the AttrakDiff survey. Unquestionably, 100% of the participants agreed that the prototype could help improve market studies of product packaging design. In addition, 99% of the participants said that they would use the prototype when executing market research of product packaging design.

DOI
06 Mar 2019
TL;DR: The results show that the making process of instructional videos includes video content preparation, shooting process and editing, which shows that the use of animation also becomes constraint in editing process since more time and energy were consumed to finish the video.
Abstract: Some concepts in English grammar usually confuse students such as the use of articles and tenses. More interesting learning methods such as flipped class and e-learning using video are needed to improve students’ understanding about English grammar. The purpose of this paper is to convey the making process of instructional video for students of Basic Grammar Classes of the English Program, Vocational College, Universitas Gadjah Mada. There are two instructional videos made consisting of two topics; quantifiers and forms of others. The making process was from June to September 2018. The results show that the making process of instructional videos includes video content preparation, shooting process and editing. Video content making includes compiling materials, writing script and arranging storyboard. Meanwhile the shooting and editing processes were handled by a professional video maker. The constraints faced during the shooting process were the difficulty to act naturally and to remember the lines also problem of sound noise. The use of animation also becomes constraint in editing process since more time and energy were consumed to finish the video.

Proceedings ArticleDOI
01 Jun 2019
TL;DR: An adaptive serious game on Statistics is being under development in the framework of higher education to promote and explain the applicability of statistics concepts in day-to-day life and in the decision-making process.
Abstract: An adaptive serious game on Statistics is being under development in the framework of higher education. The main objective of this serious game is to promote and explain the applicability of statistics concepts in day-to-day life and in the decision-making process. The present work stresses the project development and mechanisms including the storyboard and game scenarios. The storyboard is based on a mystery where the clues and answers are defined in terms of statistics knowledge (probabilities, confidence intervals, hypotheses tests). The game scenarios were developed using open source tools and using as reference scenario the university campus. By doing this, the student/player are integrated in a "familiar" environment. It is expected to increase the students’ proficiency on Statistics.

Patent
04 Jul 2019
TL;DR: In this paper, the authors present a system for producing and sharing online video and trading online video/design and method thereof, in which a module of a page unit comprising a layout is generated by providing various suggested layouts and motion information to be applied to the layout based on data the user input, produces a storyboard for video production in combination with at least one produced module.
Abstract: The present invention relates to a system for producing and sharing online video and trading online video/design and method thereof. In producing and trading video online, the present invention generates a module of a page unit comprising a layout, in which motion information selected by a user is included, by providing various suggested layouts and motion information to be applied to the layout based on data the user input, produces a storyboard for video production in combination with at least one produced module; bookmarks and purchases a third party producing video, a design, image, photo, video, or the like required to produce a video in a video production service where the user can freely make a desired video anytime by using the storyboard, and applies the bookmarked or purchased one on the storyboard the user made or quickly produces a video and shares or trades the produced video by replacing a page in the produced video or changing multimedia content.

Proceedings ArticleDOI
Yingxuan Ji1, Yingying She1, Fang Liu1, Yang Chen1, Yanjun Shen2, Hao He1 
27 Jun 2019
TL;DR: This work combined the content of the video paradigm and the presentation of the storyboard, provided users with a new interactive approach: storyboard model and make a mobile application named Ad-Designer to help user creating product advertising video.
Abstract: The short advertising video on the mobile has shown an explosive growth trend. The function of mobile video making application on the market can not meet the huge short advertising video production needs. For non-professional users, shooting and editing advertising videos is a difficult task. Therefore, users need a smarter application with more intuitive mobile photography guidance and simpler postprocessing experiences. Our work focus on how to eliminate the "gulf of execution" between non-professional users and mobile applications which shoot, and edit the product advertising video. We combined the content of the video paradigm and the presentation of the storyboard, provided users with a new interactive approach: storyboard model. We also make a mobile application named Ad-Designer to help user creating product advertising video and show three kinds of scenario design. We collected user feedback and evaluated it to make recommendations for future work.

DOI
30 Mar 2019
TL;DR: The authors presented the storyboard Bill vs. the weather as a cross-linguistic tool to investigate a modal-temporal interaction, targeting a possibility epistemic claim with past temporal perspective and future orientation.
Abstract: This paper presents the storyboard Bill vs. the weather as a cross-linguistic tool to investigate a modal-temporal interaction, targeting a possibility epistemic claim with past temporal perspective and future orientation. The target contexts in the storyboard are also potentially compatible with a past counterfactual claim, which differs minimally in having a circumstantial modal base instead of an epistemic one. The target contexts are illustrated through Javanese (Austronesian), which provides insights into how to disambiguate the two interpretations as well as into the kinds of additional markers or constructions languages may employ in the target contexts.


Journal ArticleDOI
30 Dec 2019
TL;DR: The results of the expert material assessment showed that the story board was feasible, the assessment of the storyboard media experts in the feasible category, and the Assessment of the learning expert was very feasible to be developed into a practicum guidance video.
Abstract: The purpose of this study was to produce a video storyboard guide for bread processing practicum and the feasibility level of a practical guide video storyboard in a Bread Processing practicum course. This research uses research and development methods, conducted with the development of practicum guide video storyboards. Data collection techniques through interviews and questionnaires. Data analysis techniques using quantitative and qualitative data analysis. The procedure for developing instructional media is carried out by preparing an outline of the contents of the material, preparing a description of the material and preparing a storyboard. Furthermore, validation of the assessment by material experts, media experts, learning experts to assess the feasibility of the contents of the storyboard. The results of the expert material assessment showed that the storyboard was feasible, the assessment of the storyboard media experts in the feasible category, the assessment of the learning expert was very feasible to be developed into a practicum guidance video.

Proceedings ArticleDOI
10 Jan 2019
TL;DR: In this article, the authors investigated the state and needs of the fairy tales electronics book design and developed the design model of fairy tales electronic book to encourage the creation and happiness of learning.
Abstract: The objectives of this research were 1) to investigate the state and needs of the fairy tales electronics book design and 2) to develop the design model of fairy tales electronics book. This research was the quantitative research which used the data collection instrument as 1) questionnaire in order to analyze the data by using the mean (x) and percentage 2) interview and 3) evaluated forms by using the mean (x) and standard deviation (SD). The size of sample group was specified by the formula of Cochran (1996). The sample group which was measured through the questionnaire was the primary school teachers for 432 people and upper primary students for 612 people which affiliated with the Office of the Basic Education Commission of 4 regions in Thailand. The sample group which was measured by interview method consisted of the upper primary students for 10 people and experts for 7 people. Lastly, the sample group which was measured by the evaluation forms was 5 experts. The research result presented that the state and needs of mostly teacher and student was the ability of using the website device such as Social Media Search Engine Documentation Presentation Online. Most people had available computer and smartphone which were able to access the internet and necessary with doing the learning activities through the modern devices on website to reach the various sources of knowledge, increased the attention of learning, and applied the design model of fairy tales electronic book by the digital storytelling under the Gamification Environment to encourage the creation and happiness of learning. The summary from the expert found that the learning models consisted of 5 components; 1) Digital Storytelling, 2) Gamification Environment, 3) Role of Learners and Teachers, 4) The Learning Resources and 5) Measurement and Evaluation which contained with 6 processes (PENCIL Model) as 1) Planning a Story Map and Brainstorming, 2) Exploring Resources and Making Storyboard, 3) Narrative Storytelling, 4) Checking the Story and Reflecting, 5) Interactive Social Media Posting, and 6) Learning Evaluation. The PENCIL Model Certification Model Assessment was the most appropriate position which was able to use as the trial.

Journal ArticleDOI
10 Jan 2019
TL;DR: A multimedia mobile application for Muslim prayer guides for children with hearing loss (M-Shollu) is presented in this paper, which consists of eight stages: data collection, data analysis, create storyboard, prototype design, prototype evaluation, create multimedia, multimedia evaluation, and user experience evaluation.
Abstract: Children with hearing loss are children who have difficulty learning because they have limited language and communication. This limitation hinders them when they study. They need special methods, special media, and special teachers in learning. SLB B karnnamanohara students have difficulty in learning Muslim prayers (sholat and daily prayers). Almost all grade 2 elementary students cannot pronounce Muslim prayers. They need learning resources that are interesting and according to their needs. Muslim prayer guide mobile application that matches the characteristics of children with special needs. The aim of this study wasto build a multimedia mobile application for Muslim prayer guides for children with hearing loss. This application is called M- Shollu.. The method in this study consists of eight stages: data collection, data analysis, create storyboard, prototype design, prototype evaluation, create multimedia, multimedia evaluation, and user experience evaluation. This research has succeeded in designing and developing a multimedia mobile application for Muslim prayer guides for children with hearing loss (M-Sholuu). The evaluation was carried out by multimedia experts and SLB teachers from Carnamanara. The results of M-Sholuu's evaluation were 4.42, out of 5. The multimedia evaluation results carried out by multimedia experts were 4.17 on a scale of 5. The results of multimedia evaluations by Karnnamanohara SLBB teachers were 4.25 on a scale of 5. The user experience evaluation results were 4 , 52 on a scale of 5.

DOI
01 Mar 2019
TL;DR: In this paper, a public service announcements about waste using 3D quality motion graphic blender methods was made using only the blender software at each stage, the results of the rendering test which produced a 2 minute 38 second video which is equal to 3953 frames, the video test found less smoothness of character's hand movements because the keyframe distance was only 14 frames, in motion graphic testing using 100% alpha video results in accordance with the storyboard designed.
Abstract: At present many community service announcements about waste are made using 2D animation with motion graphic methods using some supporting software. In making these advertisements to produce a whole video using some software. This makes the computer's performance slow due to the large number of applications installed and the process of completing the video making takes a long time. Here the author aims to make public service announcements about waste using 3D quality motion graphic blender methods. This animated ad was created using only the blender software at each stage. This ad contains an invitation to the public to properly dispose of waste in place with a combination of motion graphic techniques so that the ad becomes visually appealing. From the results of the rendering test which produced a 2 minute 38 second video which is equal to 3953 frames, the video test found less smoothness of character's hand movements because the keyframe distance was only 14 frames, in motion graphic testing using 100% alpha video results in accordance with the storyboard designed, then in the rendering test using 5 different PC specifications, the conclusion is that the more memory and HDD the PC uses, the less time to complete the rendering process. From 5 times the recommended testing is 8 GB RAM memory and 1 TB HDD with a rendering time of 4 minutes 37 seconds.