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PERANCANGAN PHOTOBOOK UTILISASI SHORT AND LONG EXPOSURE UNTUK MENSIMULASIKAN GERAKAN PADA FOTO Jimmy Pratama; Ji Cai
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 1 (2022): 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.v13i1.419

Abstract

In this modern era, visual arts are widely applied in our daily lives, ranging from posters, billboards, advertising, postings on social media, and so on. Photography is a medium that functions to channel work ideas to art connoisseurs. Exposure is used as a standard for comparing photos from various settings, but for a beginner, it is difficult to understand if only learned through words. At this stage of development, the visual of the essay book design must meet several stages in the design of the book. The following steps must be taken before developing an essay book design, Photoshoot, selection, designs, editing, layouts, exports, validation. In the photoshoot development method, the author will take several photos that will be sampled using short and long exposures. In the selection stage, the writer sorts out which images will be included in the design process and after that the writer does the editing by designing the layout and exporting it into a photobook which will be assessed by the beginners themselves
PERANCANGAN DAN ANALISIS VIDEO DOKUMENTER PRODUK EKSPOR TURUNAN KELAPA DENGAN METODE MDLC Jimmy Pratama; Juliantio Juliantio
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.496

Abstract

Coconut derivative export products are a collection of original processed products from the coconut plant which are processed through several methods. These products have been processed so that their shape can no longer be recognized by the public. In terms of selling value, these products have promising prices in the international market via export trade. Perhaps we often encounter these products but the origin is unknown, and the level of exports in Indonesia is still relatively minimal. With this research, it is hoped can provide knowledge and stories behind these products in a creative and cinematic manner as well as educate the audience. The method used is a qualitative approach with an MDLC development model conducted by interviewing 6 Indonesian citizens who work as processors of these products. It is hoped that the results can develop public insight, especially among coconut exporters so that exports of these products can increase significantly. This study analyzed the form of a content expert test on 2 coconut derivative product experts and a media expert test on 2 multimedia experts using the Gregory formula. The results of the content expert and media expert test are "1.00" and the audience response test is "92.00%".
Perancangan Video Tutorial Teknik Trickshot Bolabasket Berbasis Animasi 3D Jimmy Pratama; Cristiansen Cristiansen
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.336

Abstract

Basketball is a sport that is widely known throughout the world, which was introduced on December 15, 1891 which has continued until now and the existence of the National Basketball Association (NBA) is an association that raises the name of basketball around the world. This trickshot is a basketball movement that is quite difficult to do in terms of style and how to do it because this movement really requires more practice and skill in basketball games but for learning tools in the form of 3d animation videos, there is no such thing. This research produces a short and clear 3-dimensional animation video with a duration of 2 minutes and 3 seconds using the MDLC (Multimedia Development Life Cycle) method which will be implemented on social media such as YouTube and with this animated video, it is hoped that basketball players can add knowledge and insight on how to do the basketball trick shot technique.
Perancangan Video Tutorial Teknik Trickshot Bolabasket Berbasis Animasi 3D Jimmy Pratama; Cristiansen Cristiansen
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.336

Abstract

Basketball is a sport that is widely known throughout the world, which was introduced on December 15, 1891 which has continued until now and the existence of the National Basketball Association (NBA) is an association that raises the name of basketball around the world. This trickshot is a basketball movement that is quite difficult to do in terms of style and how to do it because this movement really requires more practice and skill in basketball games but for learning tools in the form of 3d animation videos, there is no such thing. This research produces a short and clear 3-dimensional animation video with a duration of 2 minutes and 3 seconds using the MDLC (Multimedia Development Life Cycle) method which will be implemented on social media such as YouTube and with this animated video, it is hoped that basketball players can add knowledge and insight on how to do the basketball trick shot technique.
PERANCANGAN DAN ANALISIS VIDEO DOKUMENTER PRODUK EKSPOR TURUNAN KELAPA DENGAN METODE MDLC Jimmy Pratama; Juliantio Juliantio
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3: Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.496

Abstract

Coconut derivative export products are a collection of original processed products from the coconut plant which are processed through several methods. These products have been processed so that their shape can no longer be recognized by the public. In terms of selling value, these products have promising prices in the international market via export trade. Perhaps we often encounter these products but the origin is unknown, and the level of exports in Indonesia is still relatively minimal. With this research, it is hoped can provide knowledge and stories behind these products in a creative and cinematic manner as well as educate the audience. The method used is a qualitative approach with an MDLC development model conducted by interviewing 6 Indonesian citizens who work as processors of these products. It is hoped that the results can develop public insight, especially among coconut exporters so that exports of these products can increase significantly. This study analyzed the form of a content expert test on 2 coconut derivative product experts and a media expert test on 2 multimedia experts using the Gregory formula. The results of the content expert and media expert test are "1.00" and the audience response test is "92.00%".
Perancangan Dan Implementasi Media Pembelajaran Di SMK Al-Azhar Batam Menggunakan MDLC Jimmy Pratama; Joyce Chrissy
Social Engagement: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2023): Maret 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/se.v2i1.7629

Abstract

Education is very important for every generation, especially the younger generation. However, the biggest obstacle in learning Indonesian is the lack of creativity in learning methods and media, which makes students bored with following the teaching and learning process in class and feel they have understood the material given. SMK AL-AZHAR Batam is a private educational institution managed by the Al-Azhar Batam Islamic Education Foundation. The learning process of teaching materials which is still done manually by the teachers of SMK Al-Azhar Batam is by explaining and explaining contents of the book in a monotonous manner. In this report, the author will carry out practical work at the SMK Al-Azhar Batam School in making Indonesian language learning media at the SMK level. The media will be package in a video learning media. Learning Media will be developt using the MDLC (Multimedia Development Life Cycle) method. The Learning Media will be implemented in the teaching and learning process in schools at Al-Azhar Vocational School
Danger Of Onlıne Gamblıng Usıng 2D Anımatıon And Its Acceptance Usıng UTAUT Rainal Agus Setiawan; Jimmy Pratama
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

At this time, technological developments are unavoidable. Moreover, technological developments in learning media play an important role in educating the public. One of them is learning media with animated videos. This study aims to determine the effect of 2D animated video about the dangers of online gambling on teenagers in Batam City. The author uses the Multimedia Development Life Cycle (MDLC) method in designing 2D animated videos. The author also used quantitative approach by distributing questionnaires through Google Form with a total of 400 respondents. The result of this research shows that the indicators tested are relatively positive. For the measurement model, confirm that all outer loading values are ≥0.65. CR values range from 0.839 to 0.877. The AVE value is between 0.597 to 0.692. Therefore, convergent validity has been met in this case study. For discriminant validity has also been met. The results of the research on the structural model confirmed that Hedonic Motivation (HM) had a significant positive effect, followed by Effort Expectancy (EE), and Students' Innovativeness (SINN) in order. However, Performace Expectancy (PE), Social Influence (SI), Facilitating Conditions (FC), Learning Value (LV) showed that there was no significant effect on Behavior Intention of Animation Usage (BI) in animation usage.
Comparative Analysis of Instagram, Facebook, and TikTok on students Photography Interests in Batam Jimmy Pratama; Justin Chua
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

Social media is an internet-based platform that allows users the opportunity to interact and present themselves, both in real-time and delayed, to a broad or specific audience, promoting the value of user-generated content and the perception of interaction with others. The research aims to determine the comparison of Instagram, Facebook, and TikTok concerning the photography interest of students in Batam. This study employs a quantitative method by distributing questionnaires to 213 students in Batam. The collected data will be tested using the SPSS 26 application with regression analysis. The results of this research indicate that Instagram has an impact of 34.4%, Facebook has an impact of 33.7%, and TikTok has an impact of 29.5% on students' photography interest.
DESIGNING 3D ANIMATION FOR DENTAL HEALTH CARE USING MDLC METHOD Bayu Syahputra; Jimmy Pratama; Vinson, Vinson
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1432

Abstract

Health education is one of the most important thing to be learn since early age like washing hands and brushing teeth. But because of the lack of education a lot of people in the community don’t know the ways to take care of their own teeth. The consequence of lack of education create a problem for a a lot of people in the community which is tooth ache. The effort that could be done to fix the problem is to create a learning media that is easy to understand and have the capability to share information widely. Because of that, animation 3D become a choice for this research to educate people in the community about dental health and how to take care of it. The method that the researcher use in this research is qualitative interview, researcher will do an interview with a dentist to get information about how to take care of your teeth. After getting the information it will then be used to create animation 3D. the method that is being used to create animation 3D is MDLC (Multimedia Development Life Cycle) which has 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution after the animation is finished its being shared to social media such as Youtube and Instagram. Keywords: MDLC, Animation 3D, Qualitative Interview
VISUALISASI STRUKTUR ORGAN ANATOMI HEWAN TERNAK BERBASIS AUGMENTED REALITY Jimmy Pratama; Bayu Syahputra; Febby Anggellya
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
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.v6i1.239

Abstract

Over time, the utilization of Augmented Reality (AR) in education is growing, especially in biological science learning media. This study aims to develop a 3D-based Augmented Reality application for visualizing the anatomical organ structure of farm animals, especially cows (Bos taurus) and chickens (Gallus gallus). The application in this study is designed to provide an interactive learning experience with features such as rotation, zoom, and in-depth exploration of the organ structure of farm animals, especially cows and chickens. This research aims to develop Augmented Reality (AR) based learning media that displays the anatomical organ structure of farm animals, such as cows and chickens. The method used as development is Research and Development (R&D) and a qualitative approach to explore user feedback on the application. Development includes needs analysis, design, prototyping, and testing. The results of the qualitative approach, namely interviews, showed that 80% of participants felt that this application was effective in helping to understand animal anatomy. This research concludes that AR is an interesting and effective learning medium, with recommendations for further development using interactive elements and 3D technology.