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ANALISIS TEKNIK FOOD PHOTOGRAPHY SEBAGAI MEDIA PROMOSI PADA MASYARAKAT KOTA BATAM Kevin Antonio; Jimmy Pratama
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 3 (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.v13i3.613

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".
Analysis and Development of 3d Animation and It’s Usage as Environment in Horror Short Movie Jimmy Pratama; Indo Dicaprio Pratama
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.273

Abstract

The development of CGI in the world of multimedia can be said to have reached the highest point where the tools used can be reached by a wide audience. CGI, which has no limitations on what is included, has the potential to be used in many fields. The use of CGI such as 3D animation has become popular because of the flexibility it provides in the world of cinematography. To produce a film, a budget is needed to meet the crucial needs so that a shot can be fulfilled. However, not all productions have that budget. Then 3D animation can be an alternative to assist filmmakers in making a film, either in a whole or partially. In this research, the writer will produce a short live-action horror film by combining a 3D environment as one of the supporting shots. The research method to be used is Research & Development, starting with semiotic analysis and followed by the MDLC (Multimedia Development Life Cycle) approach. Semiotic analysis will be carried out on 10 horror films included in the ranking by the Box Office by analyzing the aspects of Lighting, Perspective, Color and Property. The 3D animation development will be accompanied by the film production process. After the finalization of the film, testing will be carried out in the form of media expert testing and publication on the UIB Information Systems Study Program's Youtube channel. The result of the research will be a short horror film with 3D animation applied as a supporting shot to the film.
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%".
Analysis and Development of 3d Animation and It’s Usage as Environment in Horror Short Movie Jimmy Pratama; Indo Dicaprio Pratama
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.273

Abstract

The development of CGI in the world of multimedia can be said to have reached the highest point where the tools used can be reached by a wide audience. CGI, which has no limitations on what is included, has the potential to be used in many fields. The use of CGI such as 3D animation has become popular because of the flexibility it provides in the world of cinematography. To produce a film, a budget is needed to meet the crucial needs so that a shot can be fulfilled. However, not all productions have that budget. Then 3D animation can be an alternative to assist filmmakers in making a film, either in a whole or partially. In this research, the writer will produce a short live-action horror film by combining a 3D environment as one of the supporting shots. The research method to be used is Research & Development, starting with semiotic analysis and followed by the MDLC (Multimedia Development Life Cycle) approach. Semiotic analysis will be carried out on 10 horror films included in the ranking by the Box Office by analyzing the aspects of Lighting, Perspective, Color and Property. The 3D animation development will be accompanied by the film production process. After the finalization of the film, testing will be carried out in the form of media expert testing and publication on the UIB Information Systems Study Program's Youtube channel. The result of the research will be a short horror film with 3D animation applied as a supporting shot to the film.
Analisis Korelasi Desain Karakter Video Game dan Loyalitas Video Game Pada MMO Studi Multi-method Jimmy Pratama; Kendy Junianto
JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) Vol 6, No 1 (2023): JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi)
Publisher : STMIK Pringsewu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jtksi.v6i1.1308

Abstract

RPG is a game genre where a player can play a role in the game. RPG genre games have various genres, one of which is MMO which offers players to interact with many players at the same time. The Indonesian game industry does not yet have a role in competing with foreign products. Therefore, the purpose of this research is to examine character design. which can affect one's interest in playing. The method used in this study is a multi-method, namely a mixture of quantitative and qualitative. Quantitative used is distributing questionnaires and qualitatively collecting data by interview. The results of the quantitative study showed that the appearance of the facial features and good looks of a character influenced the player's interest in playing, while the qualitative results were not significant in terms of the appearance of the facial features and good looks of a character.
Analisis Efektivitas Animasi Sebagai Media Promosi Kebudayaan China Jimmy Pratama; Joyce Chrissy
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 9 No 1 (2023): Februari
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol9.no1.a13626

Abstract

Culture is people's reflection, hard work, and wisdom to navigate their world, namely a culture that allows people to see their environment in a meaningful way. Indonesia has diverse cultures, one of which is traditional Chinese culture. Over time, the Chinese culture in Indonesia has gradually faded to this day. This study aims to develop a 2D animated video to introduce Chinese tradition and culture as the identity of Chinese people in Indonesia, especially Gen Z children. Using a research and development approach and testing the EPIC model's effectiveness. The research conducted included interviews with several Mandarin teachers and students studying in China. The development phase uses the MDLC (Multimedia Development Life Cycle) model and continues with quantitative research using the EPIC model. These search results are 2D animated videos posted on YouTube that last 3 minutes and 35 seconds. The EPIC model's quantitative demonstrate how 2D animated videos effectively introduce culture to younger members of Generation Z. Empathy, persuasion, influence, and communication values all show this. The mean of the EPIC ratio is 4.16. The persuasion and communication dimension got the highest score compared to other dimensions at 4.26.
PERANCANGAN DAN IMPLEMENTASI ANIMATED STICKER SEBAGAI MEDIA EDUKASI MENGENAI COVID-19 DENGAN MENGGUNAKAN METODE MDLC Jimmy Pratama; Rena Indira Putri
Science Tech: Jurnal Ilmu Pengetahuan dan Teknologi Vol 7 No 2 (2021): Agustus
Publisher : Universitas Sarjanawiyata Tamansiswa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30738/st.vol7.no2.a9190

Abstract

The whole world is in an uproar with the COVID-19 pandemic, this new categorized corona virus has made people panic and restless, including in Indonesia. The number of confirmed cases of COVID-19 continues to increase. So that implementing health protocols is the most important thing to do. Various methods of prevention and handling are carried out to suppress thespread of this virus, one of which is through media education and information to the public about various ways that can be done to prevent transmission of the corona virus. This literature study provides stages from design to implementation of animated stickers as educational media about COVID-19. The result of this literature study is the formation of animated stickers that can be used for educational media and the delivery of information on various preventive measures that can be taken by the community to break the chain of the spread of the corona virus. By using informative and interesting visual media, of course, it can make people read carefully and facilitate the process of public understanding. Thus, it can be concluded that the use of animated sticker visual media with the MDLC method can facilitate the public in receiving clearer and easier to understand information.
Hydroponic Vegetable Product Advertisement Video Analysis and Development with MDLC Model Jimmy Pratama; Andry Ramadhansyah
IJISTECH (International Journal of Information System and Technology) Vol 6, No 5 (2023): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i5.279

Abstract

Growing vegetables with a hydroponic system have the advantage of not requiring large areas of land and can produce good quality vegetable products continuously. The hydroponic system can be a solution for producing vegetables in areas that do not have large areas of land with soil conditions that make it impossible to grow vegetables conventionally, such as in the city of Batam. Hydroponic vegetables also have advantages over conventional vegetables such as longer shelf life, crunchier texture, and wider leaves. This research is expected to provide information to the public that hydroponic vegetables have advantages compared to conventional vegetables so that people's consumption of hydroponic vegetables increases. Media development was carried out using the MDLC method and media analysis was carried out using qualitative methods. The analysis was carried out by testing media experts and content experts using the Gregory formula with a validity coefficient of 1.00 and testing audience response using a Likert scale with a percentage of 93.25%.
Exploratory Study and Analysis on Color Grading Technique for Horror Short Movie Rayden Vebrianto; Jimmy Pratama
IJISTECH (International Journal of Information System and Technology) Vol 6, No 5 (2023): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i5.277

Abstract

Horror is a movie genre where the main purpose is to convey fear, anxiety, suspense, and such to the audiences. On ensuring the success of a horror movie, there is one big factor that decides it, which is color grading. Color grading is one of movies editing technique which main purpose is to change color in a video, useful to build or support a desired atmosphere. Color grading is important in horror movies because if the applied technique does not fit with the movie concept, the desired message to convey will fail to deliver. In this study, a two version of horror short movie will be produced, with one version using a darker color grading tone (A) and the other one uses brighter color grading tone (B). The method used in this study is Research & Development, with Research using semiotic analysis and Development using Multimedia Development Life Cycle (MDLC) method. The semiotic analysis will focus on 10 horror movies with a rating of at least 7 based on IMDb US Box Office Rating, and the analyzed subject is the color grading technique used on each movies. The color grading analysis result then will be applied to the short movie production. After the short movie production has been finished, a blind test will be carried out to see which version of color grading suits better with the movie. The blind test is carried out with 53 participants, and the result is 39 participants choosing A and the other 14 choosing B. Due to the significance difference, a reasoning was asked to the participants. Most of the participants who chose A said A fits more with the movie concept and for them B does not really convey the horror from the movie, while those who chose B just gave personal preference as an answer.
Exploratory Study and Analysis on Color Grading Technique for Horror Short Movie Rayden Vebrianto; Jimmy Pratama
IJISTECH (International Journal of Information System and Technology) Vol 6, No 5 (2023): February
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i5.277

Abstract

Horror is a movie genre where the main purpose is to convey fear, anxiety, suspense, and such to the audiences. On ensuring the success of a horror movie, there is one big factor that decides it, which is color grading. Color grading is one of movies editing technique which main purpose is to change color in a video, useful to build or support a desired atmosphere. Color grading is important in horror movies because if the applied technique does not fit with the movie concept, the desired message to convey will fail to deliver. In this study, a two version of horror short movie will be produced, with one version using a darker color grading tone (A) and the other one uses brighter color grading tone (B). The method used in this study is Research & Development, with Research using semiotic analysis and Development using Multimedia Development Life Cycle (MDLC) method. The semiotic analysis will focus on 10 horror movies with a rating of at least 7 based on IMDb US Box Office Rating, and the analyzed subject is the color grading technique used on each movies. The color grading analysis result then will be applied to the short movie production. After the short movie production has been finished, a blind test will be carried out to see which version of color grading suits better with the movie. The blind test is carried out with 53 participants, and the result is 39 participants choosing A and the other 14 choosing B. Due to the significance difference, a reasoning was asked to the participants. Most of the participants who chose A said A fits more with the movie concept and for them B does not really convey the horror from the movie, while those who chose B just gave personal preference as an answer.
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