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MENJELAJAHI PENGALAMAN PEMAIN DALAM GAME HOROR AMBIENT SUREALISME DENGAN METODE GDLC DAN EKSPERIMEN Wibowo, Tony; Joyce, Joyce; Andrew, Willson; Arispratama, Jefrry; Rianti, Angelina; Pratama, Jimmy
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 9 No 1 (2026): Jurnal SKANIKA Januari 2026
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v9i1.3653

Abstract

As the popularity of horror games continues to grow, understanding the role of atmospheric elements such as ambience and surrealism in shaping fear and players’ emotional engagement has become an important yet underexplored area of study. This research aims to examine the relationship between surrealism, ambience, and fear in horror games through an experimental case study set in an environment inspired by Southeast Asia. Using a qualitative approach, the study involved 128 participants who played a game developed by the researcher and participated in in-depth interviews to explore their emotional experiences. Findings from the 128 participants indicate that audio elements are the most dominant factor in eliciting fear, particularly sounds such as creaking doors, environmental noises, silence, and dripping water. Visual elements, including dim lighting, narrow corridors, and decaying environments, serve as supporting components that enhance the surreal and immersive atmosphere. These findings suggest that effective horror is more strongly constructed through subtle ambience and psychological cues rather than explicit visual threats, demonstrating that audio- and psychologically driven design approaches effectively enhance player immersion and emotional engagement.
Stop-Motion Sinematik: Desain Visual dan Efek Emosi Pratama, Jimmy; Sherina, Sherina; Simanjuntak, Fredian
Jurnal Bahasa Rupa Vol. 9 No. 1 (2025): Jurnal Bahasa Rupa Desember 2025
Publisher : Institut Bisnis dan Teknologi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/bahasarupa.v9i1.2002

Abstract

Penelitian ini membahas keterlibatan emosional audiens terhadap animasi stop motion melalui integrasi antara desain visual tekstural dan desain suara sinematik. Pendekatan kualitatif digunakan dengan melibatkan 20 mahasiswa di Kota Batam sebagai responden. Data dikumpulkan melalui observasi, analisis storyboard, serta wawancara mendalam yang dilakukan tanpa daftar pertanyaan baku untuk mendorong respon yang lebih spontan, reflektif, dan autentik sesuai pengalaman emosional partisipan. Hasil penelitian menunjukkan bahwa perpaduan visualitas haptik dengan desain suara bertempo lambat dan berkarakter minor mampu menimbulkan perasaan sedih, empati, dan keikhlasan. Tekstur material nyata, pencahayaan lembut, dan ritme gerak lambat memperkuat resonansi emosional antara audiens dan karakter. Temuan ini menegaskan bahwa kekuatan emosional suara setara dengan visual, dan sinergi keduanya menciptakan pengalaman sinestetik yang mendalam. Penelitian ini memberikan kontribusi baru terhadap kajian animasi stop motion melalui pendekatan interdisipliner antara psikologi emosi, teori musik, dan desain visual sinematik.
Pemanfaatan Animasi 2D sebagai Media Pembelajaran Literasi Digital Ramah Anak di Era Society 5.0 Handoko, Nelson; Jimmy Pratama; Deli
MULTINETICS Vol. 11 No. 02 (2025): MULTINETICS Nopember (2025)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v11i02.8161

Abstract

This study aims to develop 2D animation as a child-friendly digital literacy learning medium in the Society 5.0 era, focusing on three main aspects, namely internet safety, digital ethics, and digital creativity. The media development was carried out using the Multimedia Development Life Cycle (MDLC) model through six stages: concept, design, material collecting, assembly, testing, and distribution, which were implemented using Adobe Illustrator, Adobe After Effects, and Adobe Premiere Pro software. The evaluation was conducted using a qualitative approach through interviews with 46 respondents consisting of teachers and students in Batam City to assess the visual and audio quality, clarity of material, relevance of content, and effectiveness of animation in supporting digital literacy understanding. The results of the study showed that the majority of respondents rated the quality of the images, characters, and sound as very good and attractive, the presentation of the material was easy to understand, and the information conveyed was accurate and reliable. In addition, 2D animation was considered capable of increasing knowledge about the safe, ethical, and creative use of digital technology, while also attracting children's interest in learning. These findings indicate that 2D animation has strong potential as a child-friendly digital literacy learning medium that is relevant to the context of Society 5.0, and can be used as a model for the development of similar media at other levels and in other educational environments.
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.
Analysis of the application of interactive learning media 3d model based on augmented reality Pratama, Jimmy; Helena, Helena; Syahputra, Bayu
Jurnal Pseudocode Vol 13 No 1 (2026): Volume 13 Nomor 1 Februari 2026
Publisher : UNIB Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/pseudocode.13.1.36-43

Abstract

Technological developments have encouraged the use of Augmented Reality (AR) as an interactive learning medium in education. However, learning 3D animation using Autodesk Maya is still considered difficult by beginner students due to the complexity of the features and interface. This study aims to develop and analyze the benefits of an interactive learning media application based on markerless Augmented Reality (AR) in recognizing icons and functions of the Autodesk Maya Toolbox. The research method used is applied research with a qualitative approach and the Multimedia Development Life Cycle (MDLC) development method. The application was developed using Unity, Vuforia, and Autodesk Maya, and tested on 30 students through interviews. The results of the study show that the markerless AR application is able to help students understand and recognize the Autodesk Maya toolbox more easily through interactive and clear 3D object visualization. Thus, this application is considered useful as a supporting medium for innovative and interactive 3D animation learning.
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".
Co-Authors Adi Adi Adnas, Diny Anggriani Alex Chandra Alex Sandro Andre Jonathan Harahap Andreas Valentino Pratama Andrew, Willson Andrian, Jason Andry Ramadhansyah Andry Ramadhansyah Anggrianto, Vicky Anjelica Anthony Anthony 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 Devi, Artika Sri Diny Anggraini Adnas Diny Anggriani Adna Febby Anggellya Febrian, Leslie Fenky, Fenky Frenky Frenky Handoko, Nelson Handyca, Handyca Harahap, Andre Jonathan Haria, Wilhelmus Alfred Harsiska, Dela Hela Dixman Helena Helena, Helena Huang Vincent, Mieko Hut Kemri Marsudi Indo Dicaprio Pratama Indo Dicaprio Pratama Infrisanti Wilson Tong Jacky Christhomas Jacky Jacky Jacky, Jacky Jenny June Ji Cai Jie, Brenky Joelyn Octavia Jovito Bryan Budiman Joyce Chrissy Joyce, Joyce Juliantio Juliantio Juliantio Juliantio Juliantio, Juliantio Julyance, Zoey Justin Chua Kalon Kennedy Kelvin Kelvin Kendy Junianto Kendy Junianto Kenny Kenny Kevin Alexander Kevin Alexander, Kevin Kevin Antonio Kevin Antonio Kusumastuti, Puji Lesilolo, Leona Stephanie LI Cen Lip Son Liu, Jeffri Metisya, Hasna Michael Angelo Muhammad Zaki Nata, Valerie Nessa Netania Emilisa Nicholas Nicholas Ningsih, Vivian Febri 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 Sherina Sherina Sherina, Sherina Simanjuntak, Fredian Stephanie Stephanie Stephanie Steven Marlin Sugiyamta Sugiyamta Sutarto Wasatan Suwandi Suwandi Suwarno Suwarno Syahputra, Bayu Tomy Tomy Tomy Tong, Infrisanti Wilson Tony Wibowo, Tony Valenda, Alvin Vendryan Vicky Anggrianto Vinson Vinson Vinson, Vinson Viona Viona Viona Viona Wasatan, Sutarto Wendy Aprianto Wendy Wendy Wibowo, Tony William Nurdin Wijaya William, Charles Wilson, Kenny Winson Kennedy Yuliana Yuliana Zeng, Louis