Articles
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
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DOI: 10.30645/ijistech.v6i5.279
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%.
STUDI KORELASI PENGGUNAAN VIDEO GAME DENGAN KESEHATAN PLAYER SAAT PANDEMI DI KOTA BATAM DENGAN PENDEKATAN MULTI-METODE
Jimmy Pratama;
Novianto
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.444
In early 2020, the COVID-19 pandemic that swept across the world created disruption in life. COVID-19 is transmitted between people in proximity so physical (or social) distance is the main measure to reduce its spread. Lockdowns and quarantines due to the COVID-19 pandemic have led to an increase in video game players. The emergence of the trend of playing video games as one of the main ways of recreation has incited curiosity about the potential effects of playing video games on mental and physical health. The purpose of this study was to determine the correlation between video games and exercise on mental well-being during the COVID-19 pandemic in Batam city. The difference between this study and previous research is that there is yet any research that analyzes the correlation between the use of video games and exercise on health, especially mental well-being. The research used mixed quantitative and qualitative methods. The quantitative analysis used in this study was multiple regression analysis using the SPSS 26 program. The qualitative analysis was carried out by codification where the researcher categorizes answers from thematic analysis using NVivo (International QSR). Based on the results, it can be concluded that Exercise and Video Games have a positive correlation to Mental Well-Being. From the results of qualitative data, the researcher also identified a good impact from the use of Video Games towards Mental Well-Being.
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
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DOI: 10.47024/js.v10i1.336
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.
Comparison of Effectiveness of Digital Content Format Based on Market Perception: A Case Study of Sushi Restaurant
Jimmy Pratama
Economics and Digital Business Review Vol. 4 No. 1 (2023): Agustus - January
Publisher : STIE Amkop Makassar
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DOI: 10.37531/ecotal.v4i1.306
Seiring berkembangannya waktu, jumlah restoran sushi yang ada di kota Batam semakin bertambah. Ini menjadikan persaingan semakin ketat diantara restoran sushi. Setiap restoran sushi memerlukan strategi promosi yang tepat dan efektif. Salah satu strategi pemasaran yang memenuhi pasar adalah menggunakan instagram. Konten instagram seperti postingan feeds, stories, dan reels. Melihat fenomena yang terjadi, penulis ingin meneliti format konten instagram yang manakah cocok untuk meningkatkan penjualan dari sebuah restoran sushi berdasarkan persepsi pasar. Metode pengembangan format konten yang digunakan penulis adalah metode pengembangan ADDIE. Metode ADDIE digunakan agar proses perancang produk memenuhi kebutuhan fungsional dari konten yang akan dihasilkan. Untuk pengumpulan data menggunakan metode Kuantitatif. Dari hasil produk media yang telah dirancang oleh penulis akan dilakukan proses analisis data sebagai upaya pengujian terhadap perbandingan format konten oleh responden dan uji ahli media serta uji ahli isi. Hasil implementasi pada penelitian ini adalah dihasilkannya sebuah konten yang berisikan foto ataupun video yang menjadi penentu pasar mengunjungi sebuah restoran sushi.
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
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DOI: 10.47024/js.v10i1.336
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
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DOI: 10.47024/js.v10i3.496
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 Testimoni Pemasangan Compact Mobile Base Station Di Rumah Sakit Khusus Infeksi Covid-19 Pulau Galang Kota Batam Untuk Perusahaan PT Telekomunikasi Seluler Branch Batam
Muhammad Zaki;
Jimmy Pratama
Journal of Information System and Technology (JOINT) Vol 1 No 2 (2020): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam
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DOI: 10.37253/joint.v1i2.4324
In the current development era, the use of print media is less effective as a promotional medium because it requires a large budget. With the presence of this video testimonial facility, customers can better understand the products they want to offer. With Video Testimonials, PT Telekomunikasi Seluler Branch Batam aims to increase the value of customer trust regarding a trademark so that customers do not turn to use other similar trademarks by presenting interviews about network quality in the area of the Special Hospital for Covid-19 Infection on Galang Island and the installation process Compact Mobile Base Station. Because there are internet network problems that cause difficulties for the community and workers in communicating in the area of the Special Hospital for Covid-19 Infection, PT Telekomunikasi Seluler Branch Batam took the initiative to install a Compact Mobile Base Station.
Perancangan Augmented Reality Dalam Media Pembelajaran Sistem Anatomi Tumbuhan Sekolah Dasar Berbasis Android
Jimmy Pratama;
Wendy Wendy
Journal of Information System and Technology (JOINT) Vol 2 No 3 (2021): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam
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DOI: 10.37253/joint.v2i3.6272
Perancangan media pembelajaran sistem anatomi tumbuhan ini mencakup materi sains tentang struktur tumbuhan yang sangat erat kaitannya dengan kehidupan sehari-hari. Dengan augmented reality dalam aplikasi media pembelajaran ini dapat memberikan suatu kemudahan dalam kegiatan proses pembelajaran serta menciptakan sebuah aplikasi pembelajaran yang menarik, menyenangkan dan mudah dimengerti bagi anak – anak. Aplikasi AR Plant ini dirancang dalam bentuk aplikasi android dengan menggunakan software Vuforia untuk membuat fitur marker, Autodesk Maya LT untuk merancang objek 3D, dan Unity 3D untuk merancang aplikasi augmented reality. Penelitian ini menggunakan metode pengembangan Multimedia Development Life Cycle (MDLC). Hasil dari perancangan yaitu menghasilkan sebuah media pembelajaran dengan menyajikan informasi yang diharapkan dapat meningkatkan efektivitas dan efisiensi bagi pengguna.
MAKING 3D ARCHITECTURAL ANIMATIONS TO INTRODUCE THE KOTAKU WORK PROGRAM IN BATAM FROM THE MEMBER OF DPR RI CEN SUI LAN
Jimmy Pratama;
Indo Dicaprio Pratama
ConCEPt - Conference on Community Engagement Project Vol 2 No 1 (2022): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam
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Representatives from members of DPR RI Cen Sui Lan who is located at the Orchid Business Center are important to assist Ms. Cen Sui Lan in introducing her work projects, one of which is KOTAKU. KOTAKU program has several outcomes to be achieved and one of them is the construction of an Open Public Area (OPA) in Batam. The lack of 3D animation as a medium is the main problem in the introduction of the output because it is still in the form of a 3D model. The method that will be used is applied research starting from problem identification, content design, content development, content testing to content evaluation. The results of this study are in the form of a video file that briefly describes the KOTAKU project using motion graphics and the OPA architectural 3D animation that will be sent using the (.mp4) format. With the development of this video, the recipient can use the video as a medium for delivering information which is expected to introduce the KOTAKU project, especially in the construction of the OPA in Batam.
DESIGN AND APPLICATION OF MOTION CAPTURE ON 3D CHARACTERS IN VIDEO
Jimmy Pratama;
Frenky Frenky
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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Design and Application of Motion Capture on 3D Characters in Video. Motion Capture is a technology that can record the movement of a human model into a 2D or 3D digital realistically. In Indonesia itself, users of Motion Capture technology are still low in demand, the factor cost is very expensive and the availability of the Motion Capture system is limited. Over time, Mocap technology has been found which is simpler and easier to use by the general using the Kinect camera, which allows us to produce information depth, texture, user, and skeleton. The research method of this 3D animation video uses the MDLC (Multimedia Development Life Cycle). This animated video was made using the Mocap Markerless technique and the Blender 2.79b application as a media for making 3D characters up to the 3D animation stage. The design and implementation of Motion Capture on 3D characters in this video aims to prove and can help Mocap users understand how to design and implement simple Motion Capture creations on 3D characters into videos