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Cinematic Sequence For Video Blog Using Multimedia Development Life Cycle Tony Wibowo; Lisanto Lisanto
Journal of Information System and Technology (JOINT) Vol 2 No 2 (2021): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v2i2.5784

Abstract

There are so much video blog on internet. It already become a trend for now, where people can record and upload video to internet and can be watched by audiences. But because some video blog has boring visual, especially lack of cinematic content in the video blog. And with cinematic videos is actually can attract more audience. Therefore with this video blog can help people understand how to make cinematic sequence with some tips on this video blog. This video blog develop using Multimedia Development Life Cycle (MDLC), where is contain 6 steps which is, concept, design, material collecting, assembly, testing and distribution. Final result of this video blog contains tips on how to make cinematic sequence, which are compiled using Adobe Premiere Pro CC 2017. Final video are implemented on the youtube website, after implemented the video, this video able to provide some tips to audience about content in this video blog.
Studı Deskrıptıf Pengaruh Tampılan Grafıs Pada Marketplace Case Studı: Shopee Dan Tokopedıa William linarta; Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

E-commerce menjadi terkenal pada era digital yang dibantu oleh kemajuan internet. Di Indonesia sendiri terdapat banyak merek perusahaan e-commerce yang menawarkan jasa jual dan beli. Namun tidak semua berhasil dan terkenal. Pada metode penelitian ini penulis akan membahas dan membandingkan sedikit dari 2 perusahaan e-commerce terbesar yakni shopee dan Tokopedia dimana menawarkan design yang menarik disertai maskot yang imut. Tidak hanya itu promo dan feedback yang ditawarkan dari kedua aplikasi juga sangat menggiur para pengguna. Temuan kamu adalah Design pada marketplace dapat membantu penyebaran brand identity dan reputasi baik pada marketplace sendiri maupun pada brand produk. Sehingga penulis menyarankan untuk menggunakan design yang simple dan minimalis agar dapat meningkatkan kesan brand dan lebih menggoda.
CRYPTOCURRENCY MINING EFFECTS ANALYSIS ON SEMICONDUCTOR SHORTAGE ON PC OWNER COMMUNITY Hendra Wijaya Lim; Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Cryptocurrency is a revolutionary peer to peer transaction method which utilize Block chain technology to enable frictionless transaction across the globe with relatively low fees. As Block chain technology goes mainstream, several problems had emerged, one of these problems are semiconductor shortage caused by booming popularity of such Cryptocurrency mining. Which cause widespread problems in the whole world, crippling not only technology industries and spilling to other industries such as car industries and electronic industries. In this study, we delved into what causes these problems and how and what will help solve these problems that are occurring in the market, in this research used Case study model for this phenomenon and came into conclusion that cryptocurrency mining will not last long and shortages maybe easing.
Female Gamıng And Role Of Woman Wıthın Gamıng Culture: A Study Of Indonesıa Tony Wibowo; Riody Djohansyah
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

Peran perempuan dalam dunia gaming saat ini masih dipandang sebelah mata secara umum. Sejauh ini dunia gaming masih didominasi oleh kaum pria. Pada penelitian ini penulis akan mewawancarai perempuan-perempuan yang terjun atau tekun di dunia gaming khususnya kepada Female Gaming di Indonesia. Tujuan dari penelitian ini ialah untuk mengedukasi bahwa female gamer tidak ada bedanya dengan pria saat bermain game. Penulis akan menggunakan metode penelitian terapan dan hasil luaran berupa video dokumenter yang diharapkan dapat membantu female gamer saat ini. Dengan adanya video dokumenter tersebut, diharapkan dapat memotivasi para perempuan agar lebih percaya diri dalam berkecimpung di dunia gaming.
Fps Moba Video Game Popularity Analysis Using Quantitative Approach: A Case Study Of Apex Legends Andreas Andreas; Tony Wibowo
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 3 No 1 (2023): The 3rd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

One of the technology products in the field of entertainment that is most popular among teenagers today is games. One of the most popular games now is Apex Legends, the goal of this research is to answer what makes this game become so popular compared to other games. The quantitative approach was used to gather information about the population’s condition. By using UTAUT2 Model, it was found that the factors that influence Apex Legends popularity are Effort Expectation, Facilitation Condition, and Habit with Effort Expectation having a significance value of 0,043, and both Facility Condition and Habit having a significance value of 0,000. In conclusion, these findings show that Apex Legends is still very much influenced by social factors rather than the mechanic aspects of video games.
DEVELOPMENT OF GLOBAL WARMING THEMED VIDEO GAMES: IMPLEMENTATION OF GAME DEVELOPMENT LIFE CYCLE (GDLC) FRAMEWORK Tony Wibowo; Ericson Hermanto
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 2 No 1 (2022): The 2nd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Video games have become a part of people’s typical livelihood. Video games can be used for various purposes, not only for entertainment, one of which is conveying messages with deep meaning. In this article, we will discuss the design and development of a video game in the form of a serious game, with the theme of global warming. This research aims to raise awareness of the environment to overcome environmental problems. The serious game was developed using the Game Development Life Cycle (GDLC) framework. We produced a video game that has the mechanics, dynamics, and aesthetics based on the game development document (GDD). The result of this study is a simulation video game that main objective is to grow trees successfully. By developing this video game, we attempting to spread the message of global warming and the cause that is deforestation to the younger generation. The following describes the process of development of the serious game.
Perancangan dan Pengembangan Video Dokumenter Almanac Chinese Dengan Menggunakan Motion Graphic Tony Wibowo; Tony Jack Tan Ding
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

The Chinese almanac is a traditional asset that has been passed down from China time to time. The contents of the Chinese almanac also cover a broad range of natural phenomena that humans could benefit from in everyday life. However, there aren’t a lot of people who understand the meaning behind of using Chinese almanacs. Even the usage of Chinese almanacs was also rarely seen in Chinese nowadays, especially in modern times. With this research of creating a documentary video of Chinese Almanac using motion graphics, this video can provide more information and educate the audience about Chinese Almanac. Using the method of MDLC as well as motion graphics in documentary videos, information can be conveyed creatively and attractively for public viewing. The finished results of this research are so that the people can appreciate and get a closer look about the culture of Chinese Almanac.
Pengaruh Kecanduan Mobile Game Terhadap Gangguan Sosial Pada Era COVID-19 Tony Wibowo; Nando Fransco
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

Mobile games have become the alternative coping activity during Covid-19 Pandemic. This situation contributes greatly on student’s addiction level towards mobile games. This research was conducted to find out the impact of mobile games addiction towards depression, social anxiety, and loneliness of students in Batam specifically during pandemic of Covid-19. In this research, we employed quantitative method with the conceptual model from previous researchers. Furthermore, the technique of questionnaire distribution in this research had used Google Form and then were distributed to 402 respondents of students in Batam. The data was analysed with IBM SPSS Statistics 25. The outcome of this research showed that mobile games addiction has significantly caused depression, social anxiety, and loneliness. Therefore, from these findings, it is recommended to reduce or limit mobile games and try to find something positive.
Perancangan Model Trend Predıksı Penerımaan Mahasıswa Baru Dengan Menggunakan Analısıs Data (Studı Kasus: Unıversıtas Xyz) Tony Wibowo; Wiranto Mahendrako
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

Analisis data penerimaan mahasiswa baru sangat penting dalam memformulasi strategi pemasaran yang tepat. Penulis berniat melakukan analisis data supaya dapat memperoleh gambaran dari mahasiswa dengan studi kasus pada Universitas XYZ. Dengan menggunakan analisis data mining dengan pendekatan clustering data dengan algoritma K-means terhadap data penerimaan mahasiswa baru dalam Universitas XYZ, kami menemukan 3 cluster terbesar yang mampu menjelaskan profil mahasiswa baru pada Universitas XYZ. Dari hasil tersebut Penulis memberikan rekomendasi terhadap strategi pemasaran yang akan datang.
Perancangan dan Implementasi Media Pembelajaran Aplikasi Desain Grafis dengan Menggunakan Augmented Reality Tony Wibowo; Sophia Loren
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 1 No 1 (2021): Conference on Management, Business, Innovation, Education and Social Sciences (Co
Publisher : Universitas Internasional Batam

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Abstract

Salah satu contoh pemanfaatan teknologi yang paling populer adalah penggunaan multimedia untuk menyampaikan informasi dengan media yang menarik. Untuk melakukan hal tersebut, diperlukan ilmu-ilmu dasar dalam menggunakan perangkat lunak pengolah grafis agar seseorang mampu menggabungkan komponen-komponen seperti teks dan gambar. Penelitian ini bertujuan untuk mengembangkan media pembelajaran yang memudahkan pelajar dalam mempelajari ilmu-ilmu dasar dari perangkat lunak pengolah grafis dengan pendekatan teknologi AR. Penelitian ini dirancang dan dikembangkan menggunakan metode MDLC, dengan menggunakan aplikasi Unity dan SDK Vuforia. Luaran dari penelitian ini berupa sebuah aplikasi berbasis Android yang didistribusikan ke Google Play Store agar dapat diakses dengan lebih mudah.
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