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Literature Review on Cinematic Technique in Video Game Storytelling Tony Wibowo; Deli Deli; Bayu Syahputra
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

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Abstract

Cinema and filmmaking have evolved over the years into a means of creatively telling a story. The combination of camera angle, movement, framing, and composition is used to convey narrative in so many variations. However, cinematic techniques have been used extensively in media other than film, and one of those media that has adopted the cinematic approach to conveying narrative, feeling, and story is video games. As video games have evolved in their narrative complexity and graphical realism, cinematic techniques have become increasingly common in video game storytelling. Narratologists argue that video games often mimic the look and experience of films by adopting similar cinematic techniques or introducing cut scenes, which are small digital films. This article aims to categorize and compare video game storytelling and its use of cinematic techniques across genres, generations, and platforms by examining relevant articles and recent updates from the video game industry. The use of cinematic storytelling in video games could respond to the evolving film industry to create a more immersive and interactive form of storytelling. Video game storytelling can also benefit from adopting cinematic techniques to increase player engagement and emotional connection with the game's narrative and immersion to world-building and mythos presented in the video games.
Success Throughout Gacha Game Satisfaction by using D&M Model from Students in Batam Junaidi Kwok; 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

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Abstract

Gacha games, a prominent subgenre in the realm of online and mobile gaming, have gained widespread popularity for their distinctive monetization approach involving random in-game purchases and the acquisition of virtual items or characters through virtual loot boxes. Despite the ongoing debates and controversies surrounding ethical implications and parallels to gambling, Gacha games have demonstrated significant success and consistently engaged a diverse player base. This research aims to unravel the mysteries of this success and assess its correlation with user satisfaction. The study adopts the DeLone and McLean Information Systems Success Model, tailored for qualitative data analysis. Titled "Success Throughout Gacha Game Satisfaction by using D&M Model from Students in Batam," this research delves into the perceptions and experiences of students in Batam, Indonesia, regarding various Gacha games, including AzurLane, Fate/GO, Honkai Impact, Arknights, Blue Archive, Genshin Impact, Honkai: Star Rail, and other notable titles.
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

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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.
Designing Moral and Character Education Animation with Frame by Frame Approach Vladimir Lim; Bayu Syahputra; 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

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Abstract

Moral principles and character development play a pivotal role in our daily lives. In light of this, the author has conceptualized a 2D animation within the action genre to effectively communicate these values to the audience. Employing the frame-by-frame technique as the primary foundation for crafting this 2D animation allows for more imaginative and expressive movements, enhancing the characters' expressiveness. Each frame serves as a key element in constructing a compelling narrative, reinforcing the moral values the author seeks to impart. Consequently, the animation serves as both a source of entertainment and a potent medium for delivering moral messages, creating memorable characters for the audience. The research methodology applied in this study follows the MDLC (Multimedia Development Life Cycle), encompassing six stages: concept, design, material gathering, production, testing, and distribution. The culmination of this research is a 2D animated video designed to convey moral values and character development, complemented by a captivating storyline.
Strategy In Customizing The Menu And Online Marketing For Greenhouse Vegetarian Tony Wibowo; Eka Meriyadi
ConCEPt - Conference on Community Engagement Project Vol. 4 No. 1 (2024): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam

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Abstract

Green House Vegetarian is a restaurant that faced significant challenges during the pandemic. The project aimed to revitalize this establishment by redesigning its menu and enhancing its online marketing strategy. This involved updating the menu to reflect current trends and integrating with popular food delivery platforms. The project focused on improving the restaurant's appeal and accessibility, resulting in a more diverse menu, increased online visibility, and improved customer satisfaction, thereby strengthening its position in the competitive market.
Delivery and Inventory for Industrial Support Company Using Web-based Application Yuki Estrada; Tony Wibowo
ConCEPt - Conference on Community Engagement Project Vol. 4 No. 1 (2024): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam

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Abstract

With the growing economic industry, companies are striving to be able to attain their client's trust with their services. By improving their system and operational activities, this may be able to decide and lead a company's future success. PT XYZ is a gas company that lacks an integrated and efficient system for their delivery operations. This problem resulted in data inconsistencies and time-consuming checking on their admins. Making an integrated information system is one of the methods to assist in solving this problem. Hence, a website for inventory and delivery was developed for PT XYZ aiming to be more efficient and facilitate organized documentation. The website was uploaded to hosting and its access was given out to PT XYZ.  
Design And Development Documentary Video of Belakang Padang Sub-district Delphy Lijaputra; Tony Wibowo
ConCEPt - Conference on Community Engagement Project Vol. 4 No. 1 (2024): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam

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Abstract

With the increasing development of the technological era, Technology has become one of the aspects of interdependence in humans’ lives or activities, even in Economics, Politics, Education, and even the Arts. These happen because of the efficiency, fastness, and comprehensiveness of sharing information. Sharing information digitally has become one of the most frequently used methods, especially in the application of rebranding. One of the rebranding methods is through multimedia content, such as videography, photography, and illustrations. One of the problems faced by the Belakang Padang sub-district is a lack of branding in introducing Belakang Padang itself. Therefore, a documentary video was developed that helped the Belakang Padang sub-district. Designing and developing a documentary video aims to increase the opportunities to attract tourism by providing an overview or introduction to the Belakang Padang sub-district. The result of the Documentary video was uploaded to the YouTube platform with a duration of 7 minutes and 25 seconds.
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.
Co-Authors Afandi Afandi Alex Alex Alex Chandra Aloisius Johnny Aloysius Edward Marselino Dolok Saribu Anastya Putri Andreas Andreas Andriyanto Andriyanto Angeline Angeline Anthony Anthony Antony Antony Arini Ferya Putri Asep Didi Kurniadi Aulia Andary Benny Kosasih Boby Candra Calvin Calvin Calvin Hadi Prananda Cherlyn Cherlyn Crystina Crystina Dandy Satyahadi Darwin Darwin Deli Deli Della Fairly Delphy Lijaputra Desy Desy Dharma Putra Dian Putri Manelsi Dona Maydalena Edi Hendry Edi Yulianto Putra Edo Lee Egnes Egnes Eka Meriyadi El Vin Ho Elvin Endrico Ericson Hermanto Eriec Tanijaya Erwan Tri Anugrah Febrin Theresya V Lingga Felicia Canesta Felnando Felnando Felnando Xie Fionna Fionna Gabrie Luvia Gianti Gianti Giovanno Estevan Hendra Wijaya Lim Herdina Herdina Ivan Hendardi Jacky Lim Jaslina Jaslina Jenny Herlina Jensen Tanedy Jeremy Riantono Jerremy Alexander Jeslyn Jeslyn Jessica Go Jimmy Pratama Jimmy Prawira Samudra Jose Manuel Budiman Joy Christian Tedjo Joycelin Joycelin Julia Veronica Julia Veronica Junaidi Kwok Junaidi Kwok Kalon Kennedy Kelfia Limanda Kelly Sandrine Kelvianto Kelvianto Kerly Miranda Kevin Junaidi Leslyn Kho Lindy Rubianti Lip Son Lisanto Lisanto Loren Loren Lydia Fangestu Maya Melenia Febriany Mega Lispy Mendy Ervina Nando Fransco Nelson Donglas Nercy Hanty Nico Putra Tanuwijaya Novita Chris Patrick Chuang Paulina Paulina Priscelia Lee Putra, Edy Yulianto Rainal Agus Setiawan Ricky Jong Ricky Ricky Ricky Verniando Rido Renando Riody Djohansyah Rosita Tandiono Said Teguh Putra Ramadhan Sakilah Dwi Cahyani Sama, Hendi Sety Sety Sherley Sherley Sherly Ozella Slin Slin` Sophia Loren Stefanie Stefanie Steven Salim Steven Steven Surya Tjahyadi Syahputra, Bayu Sylvia Sylvia Tan, David Tasya Raehan Annisa Putri Tia Jesi Titi Yulina Tony Jack Tan Ding Tony Tan Valiant Michelle Vera Novilia Veren Veren Vicky . Vincent Limken Vindriyanto Vindriyanto Virya Dharma Lim Vivia Ellysinta Vivien Christy Apriyanti Vladimir Lim Wenseslaus Harley Hardiwinata Widya Widya William linarta William Nurdin Wijaya Wilson Tungli Winson Kennedy Wiranto Mahendrako Wisely Liang Yoga Walanda Yudi Yudi Yuki Estrada