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Usage Of Meme As Information Sharing Media Tony Wibowo; Elvin
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 11 No 3 (2020): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v11i3.253

Abstract

Internet Meme is one of many internet sub-culture and one of the most popular among millennials. This study aims to determine the use of memes in sharing information and entertainment at the same time. This research will require data in the form of student responses. Questions given to students that will relate to motives for seeking information, motives for entertaining, motives for maintaining relationships, continuous use and intentions in sharing information. This research was tested using the SPSS application from the data that had been collected. The final data that has been tested on Continuance Usage Intentions (CUI = 0.128) yields that the Information Seeking Motive (ISM = 0.344), the Entertainment Motive (EM = 0.350) and the Relationship Maintenance Motive (RMM = 0.247) have a close relationship. Meanwhile, the Information Sharing Intentions (ISI = -0.201) has a Information Seeking Motive (ISM = 0.379), Entertainment Motive (EM = 0.202) and Relationship Maintenance Motive (RMM = 0.410) which also has a close relationship. We can conclude that netizen are more concerned with entertainment motive and information seeking motive on continuance usage intentions which also netizen are concerned to information seeking motive and relationship maintenance motive on information sharing intention.
Studi Faktor Pendukung Popularitas Multiplayer Online Battle Arena dengan Pendekatan Kuantitatif Tony Wibowo
ULTIMA InfoSys Vol 12 No 1 (2021): Ultima InfoSys : Jurnal Ilmu Sistem Informasi
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/si.v12i1.1951

Abstract

One of the most popular video game genre nowadays is Multiplayer Online Battle Arena (MOBA). This genre has become the one genre to go in a multiplayer and competitive setting. This study aims to answer what makes this genre become so popular compared to another genre. The quantitative approach was used to gather a consensus of respondents that will give insight to the population's condition. By using Both DeLone & McLean and UTAUT2 model, it was found that the factors that influence MOBA popularity are Information Quality, Service Quality, Habit, Hedonic Motivation and Social Motivation. These findings show that MOBA usage are still very much influenced by social factor rather than mechanic aspect of video game. Index Terms—MOBA; DeLone & McLean; UTAUT2
Penggunaan Naratif Dalam Video Game Sebagai Media Edukasi Isu Dunia: Studi Kasus Detroit Become Human Tony Wibowo; Kelfia Limanda
Pixel :Jurnal Ilmiah Komputer Grafis Vol 13 No 2 (2020): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v13i2.224

Abstract

Video games with strong narratives are getting popularity among video game developers. There are a number of games that were developed with world issues as the narrative. This research was conducted to prove whether a video games have a potential to be a media for education on world issues. This research was conducted by exposing video games through game play video of Detroit Become Human video game to 27 respondents who are not familiar with said video game for 22 days and submit their report about their experience through online questionnaire. The study was tested by comparing the respondents' views on the world's issues before and after the respondents exposed to the video and codifying their responses in order to quantify the responses received. The results of the study prove that the consensus agrees that video games have the potential to be a media for education on world issues. Apart from that, it was also found that video games were able to educate players in the long term but not significant in the short term.
Analisis Kualitatif Terhadap Persepsi Efektivitas Gamifikasi e-Marketplace di Indonesia: Studi Kasus Kota Batam Jose Manuel Budiman; Tony Wibowo
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 15 No 1d (2023): Jupiter Edisi April 2023
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./6310/15.jupiter.2023.04

Abstract

Currently, gamification and appearance are one of the main things that users pay attention to when visiting an e-Marketplace website. This is because the appearance is one of the main things user sees when visiting the website. Meanwhile, gamification helps in beautifying e-Marketplace websites with various features such as mini-games, ranks, and points. With the development of the game industry in Indonesia, the demand for game products such as top-ups, game-related merchandise, and some services such as game boosting is increasing. Seeing the relationship between the appearance of a website by users and the increasing popularity of e-Marketplace games that are full of potential, researchers researched to see user perceptions of the appearance of e-Marketplace games that implement gamification. The results of the study show that the implementation of this gamification can work properly. Other result include user perceptions also showing an interest in the interaction and experience of using display gamification of an e-Marketplace game.
Pengaruh Tingkat Kesulitan Tinggi Dalam Video Game Terhadap Motivasi Pemainnya Tony Wibowo; Wenseslaus Harley Hardiwinata
INTECOMS: Journal of Information Technology and Computer Science Vol 6 No 2 (2023): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v6i2.7973

Abstract

Industri video game adalah sebuah cabang dari industri hiburan yang masih berkembang. Video game juga dikembangkan dalam berbagai genre, bentuk dan memiliki pengalaman yang unik untuk setiap pemainnya. Salah satu game dengan pengalaman bermain yang unik adalah game souls-like. Game souls-like di desain dengan tingkat kesulitan yang tinggi tetapi memiliki banyak peminat yang menyukai game yang memiliki genre tersebut. Dalam penelitian ini penulis ingin menganalisa pengaruh game dengan tingkat kesulitan yang tinggi terhadap motivasi pemainnya. Penelitian ini menggunakan metode eksperimentasi disertai dengan observasi dan juga wawancara. Hasil dari penelitian ini membuktikan bahwa meskipun peserta eksperimen mengalami kekalahan berkali-kali saat bermain video game tersebut, mereka masih tertarik untuk memainkan game dengan tingkat kesulitan yang tinggi tersebut diluar eksperimen ini.
Designing 3D Animation about Breaststroke Swimming Technique Using MDLC Method Jensen Tanedy; Surya Tjahyadi; Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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

Abstract

Drowning is serious, yet neglected health issue. Drowning is a leading cause of death for children and young people. The risk of drowning can be caused by many factors, one of them inability to swim. Swimming is a sports that exercise most parts of our body. Beside as a sport, swimming can also be a life saver. With this problem, author want to increase knowledge to prevent the risk of drowning by designing a 3D animation about breaststroke swimming technique. The design of animation uses Blender 3.6 and Adobe Premiere Pro software. Multimedia Development Life Cycle (MDLC) method was used on design process with interview to collect data. The result of this study is a 02:02 minutes 3D animation which is distributed using Youtube platform.
PERANCANGAN VIDEO PANDUAN PENGGUNAAN WONDERSHARE FILMORA 12 MENGGUNAKAN BAHASA MELAYU DENGAN MODEL 4D Bayu Syahputra; Tony Wibowo; Said Teguh Putra Ramadhan
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.144

Abstract

Video is a series of moving images accompanied by audio to convey information. Video itself is the most popular medium for conveying information today. Information media via video is considered easier to understand and not boring. With increasingly massive technological advances, many foreign cultures have also entered and been implemented by society. As a result, many regional cultures are starting to be abandoned or even forgotten. With the aim of preserving the Malay regional language, which is increasingly fading in the Riau Islands, the author uses Malay as the language of instruction in this video guide. The design of the video guide uses qualitative methods by conducting interviews with quasi-experts and the RnD (Research and Development) method with the 4D model (define, design, development, disseminate). This model is a model used to develop learning tools. At the define stage, the author conducted interviews to dig up information. At the design stage, the writer develops the material obtained in the previous stage into a narrative script and storyboard. In the develop stage the author develops the previous process into a video which will then go through a feasibility and suitability test process by language experts. Then at the disseminate stage, the videos that have been tested are distributed via the YouTube platform.
IT Curriculum for Boot Camp: An Iterative Development In Applying OBE In Computer Science Education for Non-Formal Institution Tony Wibowo; Julia Veronica
Journal of Education Technology Vol. 6 No. 4 (2022): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i4.51343

Abstract

With the development of technology in software design, computer programming is now prevalent in almost every aspect of modern business and daily life. A renewed focus on programming education is attracting workers’ attention and converting skills. In previous research, researchers found difficulties encountered while learning programming languages. In this study, we conduct a case study on Teknokasi startup to develop a curriculum based on customer satisfaction. In this study, data was collected through surveys, which is a qualitative method. The methods used to collect data are interviews and questionnaires. The results of this study indicated three iterations, and further research is required to improve curriculum development. In this iteration, we will use the scrum framework and OBE as a theoretical base. Using input from mentors and students, this study was able to develop the next curriculum and improve programming skills, especially targeted Javascript expertise in a short time frame. Further studies need to be performed to assess this curriculum's effectiveness.
Perancangan dan Implementasi Layout Newsletter di SMP Kristen Tabqha Batam Tony Tan; Ricky Jong; Tony Wibowo
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10780

Abstract

Laporan ini memiliki tujuan utama untuk merancang dan mengimplementasikan layout Newsletter sebagai media komunikasi di SMPS Kristen Tabqha Batam. Newsletter ini bertujuan untuk mendokumentasikan dan menyampaikan informasi mengenai kegiatan akademik, ekstrakurikuler, dan sosial yang dilaksanakan oleh sekolah selama periode April dan Mei 2025. Proses perancangan menggunakan metode Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan: konsep, desain, pengumpulan materi, perakitan, pengujian, dan distribusi. Tahapan-tahapan ini memungkinkan proyek newsletter dilaksanakan dengan sistematis dan terstruktur. Dalam proyek ini, foto-foto yang relevan dengan kegiatan sekolah digunakan sebagai elemen visual untuk mendukung narasi yang disusun dalam newsletter. Hasil dari proyek ini adalah desain newsletter yang informatif, menarik, dan profesional, yang telah diunggah di website sekolah untuk meningkatkan transparansi dan komunikasi antara sekolah, siswa, orang tua, dan masyarakat. Proyek ini tidak hanya memberikan manfaat sebagai sarana dokumentasi, tetapi juga sebagai alat promosi yang memperkuat identitas dan citra SMPS Kristen Tabqha Batam.
Perancangan dan Implementasi Video Promosi PT. Wali Jaya Utama Tony Wibowo; Endrico
National Conference for Community Service Project (NaCosPro) Vol. 7 No. 01 (2025): The 7th National Conference for Community Service Project 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v7i01.10820

Abstract

Artikel ini membahas ini membahas proses perancangan dan implementasi video promosi di PT. Wali Jaya Utama, sebuah perusahaan perdagangan umum dan distribusi yang berkomitmen untuk menyediakan produk-produk berkualitas tinggi untuk sektor industri, konstruksi, dan ritel di Indonesia. Kegiatan pengabdian kepada masyarakat ini dilaksanakan dengan tujuan membantu PT. Wali Jaya Utama meningkatkan brand awareness melalui media promosi digital. Proses perancangan video promosi menggunakan metode Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahapan, yaitu concept, design, material collecting, assembly, testing, dan distribution. Pengumpulan data dilakukan melalui observasi untuk menentukan kebutuhan dan preferensi audiens. Video promosi dirancang dan diproduksi menggunakan aplikasi CapCut, After Effect, dan Premiere Pro 2025, dengan format vertikal berdurasi satu menit lebih yang diunggah melalui platform Instagram Reels. Hasil akhir menunjukkan bahwa media visual yang dirancang mampu meningkatkan daya tarik perusahaan serta berpotensi meningkatkan interaksi dan kepercayaan masyarakat terhadap PT. Wali Jaya Utama.