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DESIGN VIDEO TUTORIAL TECHNIQUE TRICKSHOT BASKETBALL BASED ON 3D ANIMATION Jimmy Pratama; Cristiansen Cristiansen
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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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
DESIGN AND DEVELOPMENT OF ENGLISH LISTENING EXERCISE VIDEOS USING VOICE DUBBING TECHNIQUES Jimmy Pratama; Jacky Christhomas
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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Abstract

Video is one of the developments in information technology that has a function as an introduction to information conveyed through audio-visual media. Ease of playing back videos, making videos as a medium that can improve and develop the ability to understand information presented in a structured manner such as learning English through video. One of the international communication standards is the ability to communicate in English. English language skills also play an important role in employment in the modern era like today. With research on developing English listening practice videos using voice dubbing techniques, this video can provide audiences with learning and practice about English. The method used for the development of this video is the MDLC method. The results of this study are expected to improve the audience's ability to speak English.
DESIGN AND DEVELOPMENT OF 2D VIDEO ANIMATION HISTORY OF VIETNAMESE VILLAGE IN BATAM Jimmy Pratama; Wendy Aprianto
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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Abstract

Vietnamese Village in Batam is a former refugee village from Vietnamese natives in 1975 which received 250,000 refugees at that time. History also records that Indonesia government was assigned by the United Nations through UNHCR to turn Galang Island into a place of refuge or refuge for refugees from the Vietnam civil war that year, and the village of Vietnam is also a real witness to the history of Indonesia's services to victims of the Vietnamese civil war and now the government has made a Vietnamese village. this as a museum of historic humanity. This study aims to create a 2-dimensional animated video to introduce the history of the Vietnamese village as a nation's history that must be proud of. By using the Research and Development method. The research carried out was to observe and interview Vietnamese Village officials, then for the development stage using the MDLC (Multimedia Development Life Cycle) model. This research produces a short and clear 2-dimensional animated video with a duration of 4 minutes 16 seconds which will be implemented on social media such as YouTube. With this animated video, it is hoped that the community can add knowledge and insight into the history of the Vietnamese village, which the Indonesian population is very proud of.
VIDEO DESIGN INTRODUCTION OF TOURIST ATTRACTION ON KALOK ISLAND WITH A CINEMATIC APPROACH Jimmy Pratama; Sutarto Wasatan
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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Abstract

Batam City is one of the cities that has become a tourist destination for local and foreign tourists, located in the Riau Islands Regency, Riau Islands Regency, there are many islands and are not widely known to the public due to lack of information dissemination, one of which is Kalok Island. In this study, we will examine the design of a tourist attraction introduction video with a cinematic approach, where the video is made with a conceptualized plot and uses the Multimedia Development Life Cycle (MDLC) method. will be made, the design stage, carried out in detail and in detail, the stage of collecting materials, preparing the materials needed when shooting, the manufacturing stage, where the project will be designed, the testing stage, testing whether it is as planned, the distribution stage, where the video has been completed and published on the YouTube platform. In order to introduce Tourism Objects on Kalok Island, the researchers made a video with a cinematic approach so that the video can be used as an effective medium of information to introduce to the wider community about the existence of Kalok Island and can increase the interest of tourists to visit the island
DESIGN AND DEVELOPMENT OF "BOLLYWOOD-ISASI HOLLYWOOD FILM" PARODI VIDEO USING R&D (RESEARCH AND DEVELOPMENT) Jimmy Pratama; Alex Sandro
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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Abstract

The very rapid development of technology in today's virtual world provides a separate space for creative people to produce copyrighted works in various expressions, including parody video works. The development of the virtual world is getting easier, and the development of platforms in cyberspace such as Youtube, Instagram, Facebook and so on can make someone easily share their experiences or stories on these platforms, one can also take advantage of these media to be used as a means of showing his creations which are the result of his personal creative thinking so that it can be enjoyed by the general public. Design and development of parody bollywood videos - Hollywood films using the R&D (Research and Development) research method used to develop parody videos to produce parody works that can be seen by the general public. These process steps are usually called the R&D cycle whose field is testing a work or product that will be used, in the R&D method before developing a product we must test the work or product that will be used in the end and revise it to correct deficiencies found in this stage. propose a research test that is used to develop parody videos to produce a parody work that can be seen by the general public.
ANIMATION MEDIA FOR MATHEMATICS LEARNING INFORMATION SYSTEMS David David; Jimmy Pratama
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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Abstract

In this era of advanced technology, many works have emerged and one of them is Animation. Animation is a series of various images that form a movement that becomes one. Animation has the advantage of showing and explaining circumstances that change over time. Animation is supported to form a mental picture from the drawn and requires regular learning effort. Learn animation to awaken the imagination that is in the brain and make it real that can be seen directly from the results formed. Creating animations for learning purposes is not the same as just for entertainment, but the results obtained require knowledge of information presented with dynamic illustrations processed by the human brain.
Effectiveness Study and Analysis of Infographics in Promoting Cancel Culture Awareness among Batam City Young Generations Infrisanti Wilson Tong; Jimmy Pratama
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol 3 No 1 (2023): The 3rd Conference on Management, Business, Innovation, Education and Social Scie
Publisher : Universitas Internasional Batam

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Abstract

Cancel culture has emerged and often appears on social media and has become a form of social phenomenon. Cancel culture itself has also emerged in Indonesia and is used as a form of protest and ostracism against public figures who commit social deviations on social media. As a country with a large number of digital natives, having an understanding of cancel culture can help us use social media wisely. Therefore, the author designed an infographic in the form of a motion graphic regarding the meaning of cancel culture. This is supported with the findings of the study by (Oktanizar & Kurniawan, 2021), which suggest that motion graphics can be an effective educational tool for promoting the shipping industry. Specifically, the study showed that the use of motion graphics in promoting the industry using the EPIC (Engagement, Persuasion, Information, and Call-to-Action) model resulted in increased awareness and interest in the shipping industry among the participants. This implies that the use of motion graphics in promoting complex topics such as cancel culture can be an effective strategy to engage and inform audiences. Furthermore, the EPIC model used in the study can serve as a useful framework for designing effective motion graphics for educational purposes. The author uses the ADDIE method and Adobe After Effects software in creating the motion graphic. The author then assesses the level of effectiveness in the media using the EPIC rate method. The results obtained from this study is that the motion graphic media uploaded on Youtube and are classified as effective.
DESIGN AND DEVELOPMENT OF GRAPHIC DESIGN IN THE FORM E-KATALOG ON AS CELLULAR Jimmy Pratama; Hut Kemri Marsudi
ConCEPt - Conference on Community Engagement Project Vol 2 No 1 (2022): Conference on Community Engagement Project
Publisher : Universitas Internasional Batam

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Abstract

This community service program has the aim of increasing sales, reaching a wider range sales market, and allowing new customer entrants via promotion through digital media given e-catalogue. With the globalized era and progressive rate in technology has led citizens to be active in using the internet. Partners in community service are the As Cellular engaging in an online shop of the smartphone business located in Orchard Park Cluster Citrus 3 No.08, Batam, Kepulauan Riau. The method used to compile data is through interview and observation. The results of the interviews and observations will be summarized in the form of documents so that they can be used as memos in making and implementing the system to be carried out.
Video Company Profile AfterTaste Jimmy Pratama; Cristiansen Cristiansen
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol 1 No 1 (2021): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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Abstract

This community service program has the aim of increasing sales, reaching a wider sales market and adding insight to new consumers by using social media and the media is 59 second long and increase about 20 to 30 people on their instagram account. Partners in community service are Aftertaste CoffeShop, which is a shop engaged in the food and beverage sector, located at Komplek Kintamani Blok F no 7, Sungai Panas, Batam City. The method used in this activity is MDLC (multimedia development life cycle and implementation on social media. The implementation results show an increase in new marketing reach, an increase in turnover and an increase in new consumers.
Perancangan dan Pembuatan Vıdeo Profıle Nagaya Pangkas Om Boy Jimmy Pratama; Frenky Frenky
Conference on Business, Social Sciences and Technology (CoNeScINTech) Vol 1 No 1 (2021): Conference on Business, Social Sciences and Technology (CoNeScINTech)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

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Abstract

Barbershop as a service or business that offers facilities to consumers or customers to meet ongoing primary needs. The increasing development of barbershops in Bengkong is a testament to the awareness of men in maintaining their appearance. With the barbershop business in Bengkong, it causes competition in the business, especially in Nagaya Pangkas Om Boy’s, increase and decrease in the number or customers is not stable every month so that it has an impact on income. The problem obtained in this research is that Nagaya Pangkas Om Boy's business needs a company profile video to provide information to consumers or customers. The purpose of this research is to help Nagaya Pangkas Om Boy's efforts to promote and provide information to the public about the business of Nagaya Pangkas Om Boy's barbershop. The research method used is Multimedia Development Life Cycle (MDLC) with the stages, namely concept, design, material gathering, assembly, testing, and distribution. The result of this research is a company profile video which is implemented into social media Youtube and Instagram.
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