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OPTIMALISASI UNSUR LIVE SHOOT DAN MOTION GRAPHIC UNTUK PROMOSI DIGITAL LEMBAGA PAUD Yulandina, Aldilla; Antoni, Condra; Firmanda, Ardiman
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 1 (2018): Journal of Digital Education, Communication, and Arts (DECA)-March 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1164.364 KB) | DOI: 10.30871/deca.v1i1.588

Abstract

Presentation of information for educational institutions is one of the most important means to introduce the institutions to the public. Raudhatul Athfal (RA) Ar-Rasyid Tanjungpinang needs media that can promote and provide information about the institution, because the number of registrants is decreasing during current years. This research was conducted with the creation of the institution’s profile video that applies elements of live shoot and motion graphics to easily convey information in short duration videos, and to make the profile video look interesting. The stage of making a profile video is starting from taking pictures directly (live shoot), editing to rendering process. Based on the process of designing, implementation, testing and discussion, it can be concluded that this research has been able to produce a profile video that can be used as a promotional mean for attracting new students in 2017/2018 at RA Ar-Rasyid Tanjungpinang. The result shows that 77% of 98 applicants have been informed through video profiles distributed with Videotron.
Performance analysis of 3D assets in virtual reality simulations for climate change: a case study in sustainable energy systems Miranto, Cahya; Firmanda, Ardiman; Rante, Hestiasari; Sukaridhoto, Sritrusta; Agus Zainuddin, Muhammad; Rahman, Haolia
Bulletin of Electrical Engineering and Informatics Vol 14, No 5: October 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i5.9532

Abstract

This study investigates the performance impact of 3D assets in a virtual reality (VR) simulation designed for climate change education, aiming to balance visual fidelity and system efficiency on standalone headsets. Using a case study modeled on a sustainable energy environment, key performance metrics frames per second (FPS), triangle count, and draw calls were measured to assess the effect of object density, material transparency, and batching strategies. Experimental results show that configurations with 20 trees and 20 characters maintained 101 FPS, while denser scenes with 30 trees and 30 characters dropped to 79 FPS approaching the minimum usability threshold for VR. Transparent tree foliage with alpha-cutout materials imposed higher graphics processing unit (GPU) loads than high-triangle opaque character models, highlighting the performance cost of material complexity. These findings offer practical guidelines for optimizing asset configurations in immersive educational VR content. Future work may explore integration of artificial intelligence (AI) behavior and user interaction to assess broader system performance.
Meta-Interface Analysis for Interaction in Mobile Augmented Reality Firmanda, Ardiman; Sukaridhoto, Sritrusta; Rante, Hestiasari; Miranto, Cahya; Evianita Dewi Fajrianti; Prasetyaningsih, Sandi
The Indonesian Journal of Computer Science Vol. 11 No. 2 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i2.3058

Abstract

Mobile Augmented Reality has expanded including the cultural heritage sector. Among the options offered is the digitization of cultural heritage. Multiple technical breakthroughs has implemented, including hand gesture recognition and body tracking, into mobile augmented reality systems. The success of these improvements depends on a good user interface. Meta User Interface (Meta-UI) allows significant information to be displayed without interfering with system operation. The results of the analyses that the Meta-UI user interface could aid users in employing hand gestures and body motion capture on this mobile augmented reality without any issues and could deliver information about batik efficiently. PIECES Framework testing confirmed this, with a satisfaction score of 4.40 to 4.55. Using the PIECES Framework concepts and questionnaire that focus on user satisfaction with mobile augmented reality, the score indicates that the user is satisfied.
Virtual Try-On Batik Berbasis Augmented Intelligence: Tantangan dan Peluang Implementasi dalam Pemasaran Digital Firmanda, Ardiman; Adam, Chairoel; Nur Cahyono, Yusuf Risky
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i1.8193

Abstract

Penelitian ini mengkaji tantangan dan peluang implementasi teknologi Virtual Try-On (VTO) dalam industri batik Indonesia di era digital. Melalui analisis literatur komprehensif, penelitian ini mengidentifikasi tantangan teknis utama seperti keterbatasan perangkat, akurasi penangkapan gerakan, dan ketersediaan data batik digital. Tantangan non-teknis meliputi perlindungan hak kekayaan intelektual, penerimaan pengguna, dan keamanan data. Meskipun demikian, VTO batik menawarkan peluang signifikan untuk meningkatkan penjualan, personalisasi pengalaman berbelanja, efisiensi operasional, dan pelestarian budaya. Penelitian ini menyimpulkan bahwa melalui kolaborasi antara pengembang teknologi, pelaku industri batik, dan pemangku kepentingan terkait, VTO batik dapat menjadi katalis penting dalam transformasi digital industri batik Indonesia, memadukan tradisi dengan inovasi untuk menciptakan nilai baru bagi konsumen dan produsen batik secara global
PENDAMPINGAN PRODUKSI VIDEO PANDUAN PEMBUATAN NPWP ONLINE BAGI TENAGA KERJA ASING DI KOTA BATAM Siahaan, Arta Uly; Harlyan, Gendhy Dwi; Rahmi, Anis; Prasetyaningsih, Sandi; Suandi, Fadli; Prasetiya, Happy Yugo; Nur Cahyono, Yusuf Rizky; Kanistren, Aragani Timur; Adam, Chairoel; Sari, Luthfiya Ratna; Amadia, Rini; Miranto, Cahya; Firmanda, Ardiman; Ramadhani, Widya Putri; Saputra, Aldino; Saropi, Ahmad; Tambun, Gerson Julyfer Parulian Tambun Julyfer Parulian; Alfian, Alfian; Mahadi, Aisyah Beningsari
MINDA BAHARU Vol 9, No 2 (2025): Minda Baharu
Publisher : Universitas Riau Kepulauan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33373/jmb.v9i2.7698

Abstract

Salah satu masalah yang dihadapi oleh tenaga kerja asing tersebut berupa kesulitan dalam proses pembuatan Nomor Pokok Wajib Pajak (NPWP) secara online melalui website Direktorat Jendral Pajak (DJP) dikarenakan tidak ada fitur pendukung ubah bahasa asing yang diperlukan tenaga kerja asing (TKA), serta kebutuhan adanya pendamping TKA saat pengisian alur pengajuan NPWP. Pengabdian ini bertujuan memberikan solusi melalui pembuatan video tutorial berbahasa Inggris untuk membantu TKA membuat NPWP secara mandiri. Pelaksanaan dilakukan dengan metode art-based research yang mencakup pra produksi, produksi, dan pasca produksi konten multimedia menggunakan pendekatan MAVIB (Multimedia, Audio, Visual, and Broadcasting). Video berdurasi 5-10 menit menggabungkan elemen live action dan motion graphic yang menjelaskan langkah-langkah pembuatan NPWP sesuai prosedur DJP sehingga TKA dapat memahami proses administrasi perpajakan tanpa bergantung pada pendampingan perusahaan. Berdasarkan hasil evaluasi kepuasan pengguna, 55% menyatakan sangat puas secara keseluruhan, 57% sangat puas dengan kualitas audio dan visual, 71% merasa video sangat membantu memahami proses pembuatan NPWP, serta 57% merasa lebih percaya diri dalam membuat NPWP setelah menonton video.
Media Pembelajaran Interaktif pada Pendidikan Teknik Penerbangan Nurfikri, Aditia; Firmanda, Ardiman
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.10428

Abstract

The advancement of Virtual Reality (VR) technology has significantly contributed to the field of education, particularly in vocational learning environments. This study aims to develop and evaluate FLIGHTECH IMMERSION, an interactive learning application based on VR technology integrated with hand tracking, designed to help students explore aircraft components virtually. The application was developed using the Multimedia Development Life Cycle (MDLC) method, consisting of six stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. Functional testing was conducted using the black-box testing method, while user evaluation employed a quantitative descriptive approach through a questionnaire distributed to 32 students of the Aircraft Maintenance Engineering Program at Batam State Polytechnic. The results showed an average user satisfaction score of 4.42, classified as "Very Feasible". These findings indicate that FLIGHTECH IMMERSION can serve as an innovative and effective educational medium for immersive learning in the field of aviation technology.