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3D MODEL BEDROOM CONCEPT USING MULTIMEDIA DEVELOPMENT LIFE CYCLE (MDLC) Pratama, Jimmy; Stephanie; Syahputra, Bayu
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol. 15 No. 1 (2024): Maret
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtikp.v15i1.769

Abstract

Interior is the arrangement of the inner room with the aim of meet the needs of the facility, namely the element of functionality and the aesthetic element of beauty. However, not all rooms can implement both elements because of a lack of knowledge about rooms and interiors. Interior design also can’t be done carelessly, especially the bedroom. This is because the bedroom can give an impression which is an important principle for users, namely the level of comfort and type of activity. Therefore, the aim of this research is to provide the visualization of bedroom interior in 3D animation to be a source of reference for users. This research use R&D (Research and Development) method, which use a qualitative approach by interviewing 30 respondents as a research method and by Multimedia Development Life Cycle (MDLC) method as a development method. The result of this research is the visualization of bedroom interior in 3D animation that can be used as a reference source for users to design bedroom interiors.
Penggunaan Augmented Reality dalam Media Pembelajaran N5 JLPT di Kota Batam Pratama, Jimmy; Harahap, Andre Jonathan; Deli, Deli
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 7, No 1 (2024): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : Institut Bakti Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v7i1.1603

Abstract

Bahasa Jepang merupakan salah satu bahasa yang menarik bagi seluruh orang di dunia karena budaya yang kaya dan kontribusi signifikan dalam bidang teknologi, seni, dan ekonomi. Bahasa jepang memiliki sistem tulisan yang rumit karena terdiri dari 3 aksara utama yaitu hiragana,katakana dan kanji. Kebanyakan pelajar mengalami kesulitan dalam mempelajari tulisan tersebut. Dengan permasalahan tersebut penulis ingin membentuk suatu media pembelajaran yang menampilkan objek 3 dimensi yang berupa huruf pada bahasa jepang dalam bentuk augmented reality dengan memanfaatkan smartphone android. Aplikasi augmented reality ini mampu menampilkan objek 3 dimensi tanpa memerlukan penanda (marker) sehingga mempermudah dalam proses tracking. Penulis menerapkan  metode Multimedia Development Life Cycle dalam proses pengembangan aplikasi disertai blackbox testing untuk menguji fungsionalitas aplikasi. Adapun metode pengumpulan data menggunakan kualitatif dengan pendekatan wawancara yang dilakukan pada 30 orang pelajar bahasa jepang di kota Batam guna mengetahui pengaruh aplikasi ini terhadap pembelajaran bahasa jepang khususnya tingkatan N5. Hasil pengujian aplikasi ini yang didapat dari proses wawancara pada 30 orang peserta wawancara menjelaskan bahwa media pembelajaran bahasa Jepang N5 dengan penerapan augmented reality diminati dikalangan pelajar pemula dikarenakan membantu dalam mengingat huruf jepang secara visual dan informasi yang disajikan cukup lengkap, Adapun aplikasi ini juga masih memiliki kekurangan dari segi pembelajaran grammar sehingga pelajar masih tetap harus belajar melalui media lain yang lebih lengkap. Aplikasi belajar bahasa Jepang N5 berbasis Android diharapkan dapat membantu menunjang pembelajaran bahasa Jepang
Analisis dan Visualisasi Berbasis Web Sentimen Pengguna Jenius Menggunakan Naïve Bayes Classifier Setiadi, Jimmy Pratama; Sugiyamta, Sugiyamta
Jurnal Teknologi Sistem Informasi dan Aplikasi Vol. 7 No. 1 (2024): Jurnal Teknologi Sistem Informasi dan Aplikasi
Publisher : Program Studi Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/jtsi.v7i1.37981

Abstract

Along with technology development, many varied digital banking or Mobile Banking applications have emerged. Mobile Banking is an innovative result of technological advances in the banking sector and Jenius is one of them. The high level of competition urges Jenius to maintain its competitive advantage and continue to innovate so that it can continue to survive. To overcome these problems, researchers propose a sentiment analysis process to understand the wants and needs of user feedback. This research uses the Naïve Bayes Classifier algorithm as a sentiment analysis method with visualization results presented via the web. The dataset is obtained by scraping method with three sentiment categories: positive, neutral, and negative. The data processing process uses the Preprocessing method with Naïve Bayes testing performed on three configurations of training data: testing data to determine the highest accuracy. The results of this study show that the Naïve Bayes algorithm gets the highest accuracy rate of 90% with the results of positive sentiment word clouds that describe the ease of use of the application as a reference for Jenius to continue to maintain these advantages, while neutral sentiment word clouds that describe the difficulty of the verification process and negative sentiment word clouds that describe application performance that is not optimal as an improvement material for Jenius to increase satisfaction and increase customer satisfaction.
Analisis Perbandingan Rendering Animasi 3D Menggunakan Metode Workbench dan Eevee Pada Blender Pratama, Jimmy; Jie, Brenky
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 1 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i1.6077

Abstract

Pada masa sekarang, kebutuhan akan grafik tiga dimensi sangat tinggi di berbagai sektor industri kreatif, termasuk dalam pembuatan film animasi dan film yang memanfaatkan efek visual. Animasi 3D, sebagai contoh, merupakan jenis animasi di mana objek bergerak dalam dunia digital tiga dimensi. Metode yang akan digunakan dalam penelitian ini yaitu Multimedia Development Life Cycle (MDLC). Metode MDLC terdiri dari enam tahapan yaitu konsep, desain, pengumpulan material, pembuatan, pengujian, dan distribusi. Kemudian penulis melakukan wawancara kepada 10 responden untuk mengetahui perbandingan hasil rendering dari kedua teknik rendering yang digunakan. Tujuan dari penelitian ini adalah untuk membandingkan teknik rendering Workbench dan Eevee pada software Blender. Adapun yang dibandingkan adalah kecepatan rendering, ukuran file output rendering, dan kualitas gambar yang dihasilkan dari dua teknik rendering tersebut. Hasil dari penelitian ini menyatakan bahwa Workbench mengungguli Eevee dalam perbandingan kecepatan rendering, ukuran file output rendering, dan kualitas render yang dihasilkan oleh Eevee lebih diunggulkan dibandingkan dengan Workbench.
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.
Perancangan Video Pengenalan Objek Wisata Di Pulau Kalok Dengan Pendekatan Sinematik Pratama, Jimmy; Wasatan, Sutarto
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 11, No 1 (2022): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v11i1.3159

Abstract

Kota Batam adalah salah satu kota yang dijadikan destinasi wisata bagi para wisatawan lokal dan mancanegara, terdapat di kabupaten Kepulauan Riau, Kabupaten Kepulauan Riau terdapat banyak pulau dan tidak begitu dikenal masyarakat luas karena minimnya penyaluran informasi, salah satunya adalah Pulau Kalok. Pada penelitian ini akan mengkaji tentang perancangan video pengenalan objek wisata dengan pendekatan sinematik, dimana video dibuat dengan alur yang sudah terkonsep dan menggunakan metode Multimedia Development Life Cycle (MDLC), alur penelitian terdapat dari enam tahap, yaitu tahap pengonsepan, melakukan perumusan konsep video yang akan dibuat, tahap perancangan, dilakukan secara merinci dan detail, tahap pengumpulan bahan, mempersiapkan bahan yang dibutuhkan saat pengambilan gambar, tahap pembuatan, dimana proyek akan dirancang, tahap pengujian, melakukan uji coba apakah sesuai seperti yang direncanakan, tahap distribusi, dimana video sudah selesai dibuat dan dipublikasikan ke dalam platform youtube. Dalam rangka memperkenalkan Objek Wisata di Pulau Kalok peneliti membuat sebuah video dengan pendekatan sinematik sehingga video menjadi media informasi yang efektif untuk mengenalkan pada masyarakat tentang keberadaan Pulau Kalok dan dapat meningkatkan minat wisatawan untuk berwisata di pulau ini.
Analisis Keefektifan Vlog Sebagai Media Pembelajaran Self-Grooming Pada Generasi Z Di Kota Batam Octavia, Joelyn; Pratama, Jimmy
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 12, No 1 (2023): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v12i1.4571

Abstract

Skin grooming merupakan perawatan diri yang diperhatikan setiap individu berdasarkan niat dan tujuan. Kemajuan sosial perempuan memiliki dampak yang besar terhadap industri kecantikan menyebabkan perawatan saat ini sangat dibutuhkan di kalangan remaja. Perlu mencari informasi dan pengetahuan yang memiliki sumber jelas mengenai perawatan agar tidak timbul permasalahan dikarenakan banyak informasi ,merugikan yang sudah tersebar.penelitian ini bertujuan untuk mengembangkan sebuah video vlog untuk memperkenalkan hal dasar dalam merawat diri terutama pada generasi z. penelitian yang digunakan yaitu metode research and development dan pengujian efektivitas menggunakan model EPIC. Research yang dilakukan yaitu mencari informasi mengenai perawatan diri dari beberapa situs resmi dan tahap pengembangan menggunakan model MDLC (Multimedia Development Life Cycle) kemudian dilanjutkan dengan penelitian kuantitatif menggunakan EPIC model. Hasil dari penelitian tersebut berupa video vlog 6 series yang berdurasi 5-8 menit per video yang dipublikasikan ke platform youtube. Hasil kuantitatif menggunakan EPIC Model dengan memperoleh epicrate sebesar 4,22 sehingga video vlog dinyatakan efektif sebagai media pembelajaran mengenai skin grooming kepada generazi z.
Evaluating the Effectiveness of a 2D Mindfulness Meditation Animation in Enhancing Student Creativity in Batam City Pratama, Jimmy; Fenky, Fenky; Wibowo, Tony
Tekno - Pedagogi : Jurnal Teknologi Pendidikan Vol. 15 No. 2 (2025): Tekno-Pedagogi
Publisher : Program Magister Teknologi Pendidikan Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/teknopedagogi.v15i2.49503

Abstract

This study aims to evaluate the effectiveness of a 2D mindfulness meditation animation in enhancing students’ creativity at higher education institutions in Batam City through perceived perception. This study is considered important since mindfulness activities have been widely recognized for improving one’s ability to concentrate, reduce stress, and foster creativity, yet limited studies have explored its integration through digital animation media. The research applied a descriptive qualitative approach using the MDLC model, which consists six phases: concept, design, material collecting, assembly, testing, and distribution. Data were gathered through open-ended interviews with 20 university students who watched the developed 2D animation, analyzed descriptively to explain participants’ perceptions and response. The results indicate that 65% of participants experienced better relaxation and focus, while 62% reported increased motivation for creative thinking after viewing the animation. The synchronized narration, soft pastel visuals, and calm pacing effectively supported mindfulness engagement, although the short duration limited deeper relaxation. The findings suggest that mindfulness-based animation can serve as an alternative learning medium to promote emotional balance and cognitive readiness. The novelty of this study lies in combining mindfulness practice and educational animation to enhance creativity among non-psychology students in Indonesia. These findings imply that the integration of mindfulness principles into interactive learning media can enrich educational innovation and mental well-being in higher education.
ANALISIS TEKNIK FOOD PHOTOGRAPHY SEBAGAI MEDIA PROMOSI PADA MASYARAKAT KOTA BATAM Kevin Antonio; Jimmy Pratama
BETRIK Vol. 13 No. 03 (2022): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/qh7dbq84

Abstract

Photography is a method of producing images by recording the reflection of light hitting an object. Food photography is widely used by food bloggers and is also commonplace for Instagram application users. Food photography demands that the product photos displayed be more attractive, not just showing the food on the plate, but how to attract the attention of someone who sees it can immediately feel hungry with the appearance of the details and textures presented. Food photography is currently able to be used as an alternative way of developing a business in the business world, one of which is efforts in the development of a business by entrepreneurs or business people. In this study, the author made a photographic design that will be used as culinary marketing to attract the attention of the audience to cause a feeling of wanting to try food objects in the photos displayed. However, producing an interesting photo requires maximum shooting process, supporting light, detailed setup, and the precision of a photographer. In this study, the author used Gregory's formula for 2 media experts in the form of lecturers who are experts in the field of photography or multimedia, 2 content experts in the form of café administrators. In addition, the author also uses google form as a medium to collect test data for respondents of 37 people in Batam City who have seen the results of food photography designs and analyzed using the Likert Scale formula. The test results of 2 media experts and 2 content experts got a coefficient value of "1.00" with a "Very High" level of validity, and the respondent validity test carried out obtained results in the form of an index value of 94% with a qualification level of "Strongly Agree".
Development of Dolly Technique Videos (In, Out, Sideways, Chasing, Establishing) and Analysis of Their Application in Cinematography Learning Vivian Febri Ningsih; Jimmy Pratama; Deli Deli
Journal of General Education and Humanities Vol. 5 No. 1 (2026): February
Publisher : MASI Mandiri Edukasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58421/gehu.v5i1.1054

Abstract

This study addresses the lack of structured, empirically tested learning media for dolly camera movement techniques in formal cinematography education, where students often understand theory but struggle to translate it into practical and emotionally expressive camera work. The research aims to develop an instructional video demonstrating five key dolly movements (Dolly In, Dolly Out, Dolly Sideways, Dolly Chasing, and Dolly Establishing) using the Multimedia Development Life Cycle (MDLC) framework and to evaluate its effectiveness in improving students’ conceptual understanding, functional application, emotional interpretation, and self-efficacy. A quasi-experimental one-group pretest–posttest design was applied to 100 purposively selected cinematography and multimedia students, using a 20-item Likert-scale questionnaire that had been validated (item–total correlations 0.38–0.78) and shown to be reliable (Cronbach’s Alpha 0.81). The instructional video (duration 2 minutes 5 seconds, distributed via YouTube) was designed according to cognitive load and multimedia learning principles, integrating visual demonstrations, narration, and on-screen cues within the MDLC stages of concept, design, material collection, assembly, testing, and distribution. Results show substantial learning gains, with mean scores increasing from 2.80 (pretest) to 3.89 (posttest), representing a 62.7% improvement across all measured competency domains, and both the paired sample t-test and Wilcoxon signed-rank test indicated statistically significant differences between pretest and posttest scores (p < 0.001), confirming that the MDLC-based instructional video significantly enhances students’ conceptual comprehension, practical readiness, and confidence in applying dolly camera movements.
Co-Authors Adi Adi Adnas, Diny Anggriani Alex Chandra Alex Sandro Andre Jonathan Harahap Andreas Valentino Pratama Andreas Valentino Pratama Andrew, Willson Andrian, Jason Andry Ramadhansyah Andry Ramadhansyah Angelina Rianti Anggrianto, Vicky Anjelica Anjelica Anthony Anthony Antoni Foo Siang An Anweidri Chai Arispratama, Jefrry Avaleska Avaleska Brenky Jie Chrissy, Joyce Christhomas, Jacky Christina Chow Cristiansen Cristiansen Cristiansen Cristiansen Cristiansen, Cristiansen David David Deli Deli Deli Deli, Deli Devi, Artika Sri Diny Anggraini Adnas Diny Anggraini Adnas Diny Anggriani Adna Eryc Febby Anggellya Febrian, Leslie Fenky, Fenky Fredian Simanjuntak Frenky Frenky Handyca, Handyca Harahap, Andre Jonathan Haria, Wilhelmus Alfred Harsiska, Dela Hela Dixman Helena Helena Huang Vincent, Mieko Hut Kemri Marsudi Indo Dicaprio Pratama Indo Dicaprio Pratama Infrisanti Wilson Tong Jacky Christhomas Jacky Jacky Jacky, Jacky Jeffri Liu Jefrry Arispratama Jenny June Ji Cai Jie, Brenky Joelyn Octavia Jovito Bryan Budiman Joyce Chrissy joyce joyce Juliantio Juliantio Juliantio Juliantio Juliantio, Juliantio Justin Chua Kalon Kennedy Kelvin Kelvin Kendy Junianto Kendy Junianto Kenny Kenny Kevin Alexander Kevin Alexander, Kevin Kevin Antonio Kevin Antonio Kusumastuti, Puji Leona Stephanie Lesilolo Lesilolo, Leona Stephanie LI Cen Lip Son Liu, Jeffri Metisya, Hasna Michael Angelo Mieko Huang Vincent Muhammad Zaki Muhammad Zhian Nata, Valerie Nessa Nelson Handoko Netania Emilisa Nicholas Nicholas Novianto Novianto Novianto Octavia, Joelyn Pratama, Carlos Pingsen Rahel Rahel Rahel Rahel, Rahel Rainal Agus Setiawan Rayden Vebrianto Rayden Vebrianto Rena Indira Putri Rianti, Angelina Rio Nando Rohmania, Serli Sabariman Sherina Sherina Sherina Simanjuntak, Fredian Stephanie Stephanie Stephanie Steven Marlin Sugiyamta Sugiyamta Sutarto Wasatan Suwandi Suwandi Suwarno Suwarno Syaeful Anas Aklani, Syaeful Syahputra, Bayu Tjahyadi, Surya Tomy Tomy Tomy Tong, Infrisanti Wilson Tony Wibowo, Tony Valenda, Alvin Vania Vidella Vendryan Vicky Anggrianto Vinson Vinson Vinson, Vinson Viona Viona Viona Viona Vivian Febri Ningsih Wasatan, Sutarto Wendy Aprianto Wendy Wendy Wibowo, Tony William Nurdin Wijaya William, Charles Willson Andrew Wilson, Kenny Winson Kennedy Yuliana Yuliana Zoey Julyance Zulkarnain