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All Journal Pixel : Jurnal Ilmiah Komputer Grafis SCIENCE TECH: Jurnal Ilmiah Ilmu Pengetahuan dan Teknologi JURNAL ILMIAH INFORMATIKA Jurnal Sisfokom (Sistem Informasi dan Komputer) Jurnal Infomedia INTECOMS: Journal of Information Technology and Computer Science Jurnal Teknologi Sistem Informasi dan Aplikasi J-SAKTI (Jurnal Sains Komputer dan Informatika) IJISTECH (International Journal Of Information System & Technology) Jurnal Desain Jurnal Teknologi Komputer dan Sistem Informasi Edsence: Jurnal Pendidikan Multimedia Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer Jurnal Teknologi Dan Sistem Informasi Bisnis Zonasi: Jurnal Sistem Informasi Prosiding National Conference for Community Service Project JURSIMA (Jurnal Sistem Informasi dan Manajemen) Visual Heritage: Jurnal Kreasi Seni dan Budaya Jurnal Teknologi Informasi dan Komunikasi Economics and Digital Business Review Jurnal Teknimedia: Teknologi Informasi dan Multimedia IJISTECH Infotech: Jurnal Informatika & Teknologi Journal of Information System and Technology (JOINT) J-SAKTI (Jurnal Sains Komputer dan Informatika) Malcom: Indonesian Journal of Machine Learning and Computer Science Postgraduate Management Journal IJOEM: Indonesian Journal of Elearning and Multimedia JURSIMA Conference on Management, Business, Innovation, Education and Social Sciences (CoMBInES) Conference on Community Engagement Project (Concept) Conference on Business, Social Sciences and Technology (CoNeScINTech) Social Engagement: Jurnal Pengabdian Kepada Masyarakat Scientica: Jurnal Ilmiah Sains dan Teknologi SmartComp Jurnal Sistem Informasi dan Manajemen Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer Jurnal ilmiah teknologi informasi Asia Jurnal TAM (Technology Acceptance Model) JTKSI (Jurnal Teknologi Komputer dan Sistem Informasi) JAIM: Jurnal Aliansi Ilmu Multidisiplin
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PENGARUH KUALITAS WEBSITE TERHADAP MINAT BELI PELANGGAN ONLINE SHOP H&M DAN UNIQLO Jimmy Pratama; Rahel; Diny Anggriani Adna
JURNAL ILMIAH BETRIK Vol. 14 No. 03 DESEMBER (2023): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : P3M Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/betrik.v14i03 DESEMBER.177

Abstract

Strategi pemasaran menjadi faktor utama dalam membuka dan menjalankan suatu usaha. Pada zaman digital ini, dari berbagai kalangan menerapkan dan menjalankan promosi dan pemasaran produk melalui platform seperti website. Para pelaku usaha yang menjalankan promosi website harus memperhatikan dan mempelajari berbagai inovasi baru di kalangan belanja online. Penelitian ini dibuat dengan tujuan guna mengetahui seberapa besar pengaruh kualitas website terhadap minat beli pelanggan online shop H&M dan Uniqlo. Penelitian ini dilakukan dengan metode analisis data kuantitatif dengan menggunakan metode regresi linear berganda. Dengan variabel independen adalah kualitas website dan variabel dependen yaitu minat beli pelanggan online shop H&M dan Uniqlo. Hasil penelitian : Berdasarkan hasilnya, penelitian ini menunjukkan bahwa variabel kualitas website dan kepuasan pelanggan berpengaruh terhadap minat beli pelanggan online shop H&M sedangkan variabel kualitas website, kepuasaan pelanggan dan kualitas website berpengaruh terhadap minat beli pelanggan online shop Uniqlo.
Bahaya Perjudian Online Menggunakan Animasi 2D Dan Penerimaannya Menggunakan UTAUT Rainal Agus Setiawan; Jimmy Pratama
INTECOMS: Journal of Information Technology and Computer Science Vol 6 No 2 (2023): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v6i2.8004

Abstract

Pada saat ini, perkembangan teknologi sudah tidak dapat dihindari. Apalagi perkembangan teknologi dalam media pembelajaran yang berperan penting dalam mengedukasi masyarakat. Salah satunya adalah media pembelajaran dengan video animasi. Penelitian ini betujuan untuk mengetahui pengaruh video animasi 2 dimensi tentang bahaya judi online terhadap remaja yang berada di Kota Batam. Penulis menggunakan metode Multimedia Development Life Cycle (MDLC) dalam perancangan video animasi 2 dimensi. Penulis juga, menggunakan pendekatan kuantitatif dengan menyebarkan kuesioner melalui Google Form dengan total 400 responden. Untuk model pengukuran, mengkonfirmasi bahwa seluruh nilai outer loading >0.65. Nilai CR berkisar 0.839 sampai 0.877. Nilai AVE diantara 0.597 sampai dengan 0.692. Oleh karena itu, validitas konvergen telah terpenuhi dalam studi kasus ini. Untuk validitas diskriminan juga telah terpenuhi. Hasil penelitian pada model struktural menegaskan bahwa Hedonic Motivation (HM) memiliki pengaruh paling kuat, diikuti oleh Effort Expectancy (EE), dan Students' Innovativeness (SINN) secara berurutan.
Danger Of Onlıne Gamblıng Usıng 2D Anımatıon And Its Acceptance Usıng UTAUT Rainal Agus Setiawan; Jimmy Pratama
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

At this time, technological developments are unavoidable. Moreover, technological developments in learning media play an important role in educating the public. One of them is learning media with animated videos. This study aims to determine the effect of 2D animated video about the dangers of online gambling on teenagers in Batam City. The author uses the Multimedia Development Life Cycle (MDLC) method in designing 2D animated videos. The author also used quantitative approach by distributing questionnaires through Google Form with a total of 400 respondents. The result of this research shows that the indicators tested are relatively positive. For the measurement model, confirm that all outer loading values are ≥0.65. CR values range from 0.839 to 0.877. The AVE value is between 0.597 to 0.692. Therefore, convergent validity has been met in this case study. For discriminant validity has also been met. The results of the research on the structural model confirmed that Hedonic Motivation (HM) had a significant positive effect, followed by Effort Expectancy (EE), and Students' Innovativeness (SINN) in order. However, Performace Expectancy (PE), Social Influence (SI), Facilitating Conditions (FC), Learning Value (LV) showed that there was no significant effect on Behavior Intention of Animation Usage (BI) in animation usage.
Response of Content Creators Towards Kreator Pass as a Learning Media Nicholas Nicholas; Bayu Syahputra; Jimmy Pratama
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

As time goes, humans kept on finding new ways to make their everyday job easier. New technologies are invented and plays an important role in the modern era. One of the example of technologies are internet, to make transactions easier. New job opportunities involving technology are created, such as content creator. They are individuals or companies who create contents on the internet, specially social media. As time goes, more content creators shows up. Kreator Pass is a startup that help content creators compete in the market. This article is to decide whether kreator pass can be useful or not for content creators.
Designing 3d Animation For Dental Health Care Using Mdlc Method Bayu Syahputra; Jimmy Pratama; vinson vinson
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Dental health is one of the important aspect in being healthy because healthy teeth have a lot of purpose such as chewing food, words pronounciation and reduce risk of health problems. but even though it have such purposes netizen in indonesia still ignore it because the lack of health education not being taught since early age. Because of that, animation 3D become a choice for this research to educate people in the community about dental health care.The method for this research is qualitative interview and MDLC. The result from this research is an animation 3D about dental health care.
Three-Dımensıonal Anımatıon-Based Rubık's Cube Algorıthm Tutorıal Vıdeo Wıth Mdlc Method Bayu Syahputra; Jimmy Pratama; Steven Marlin
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Society often identify rubik’s cube as a “game for smart people” because it seems too complex and the needing to remember the algorithm just like remembering math equations so people don’t want to try playing rubik’s cube. To attract someone’s interest in learning rubik’s algorithm, we need a media that is easy to understand and easy steps to follow by showing both visual and audio. Tutorial video of rubik’s algorithm based in three dimentional character can portrait the real scrambled cube and every algorithm is shown so everyone that watch the video can follow it easily and also sharpen thinking skill. Tutorial video of rubik’s algorithm based in three dimentional character is made by using MDLC method that stands for Multimedia Development Cycle that consist of 6 elemens which is concept, design, material collecting, assembly, testing, and distribution. There are several independent variables that can affect students in showing interest in studying which is : Performance Expectancy, Effort Expectancy, Social Influence, Facilitating Conditions, Learning Value, and Hedonic Motivation also students interest that will be marked as dependent variable that will be refered as Behavior Intention. Based on the analitic result, independent variables that affects positively to dependent variable are Performance Expectancy, Effort Expectancy, Social Influence, meanwhile Facilitating Conditions, Learning Value, and Hedonic Motivation affects negatively to Behavior Intention.
Comparative Analysis of Instagram, Facebook, and TikTok on students Photography Interests in Batam Jimmy Pratama; Justin Chua
CoMBInES - Conference on Management, Business, Innovation, Education and Social Sciences Vol. 4 No. 1 (2024): The 4th Conference on Management, Business, Innovation, Education and Social Sc
Publisher : Universitas Internasional Batam

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Abstract

Social media is an internet-based platform that allows users the opportunity to interact and present themselves, both in real-time and delayed, to a broad or specific audience, promoting the value of user-generated content and the perception of interaction with others. The research aims to determine the comparison of Instagram, Facebook, and TikTok concerning the photography interest of students in Batam. This study employs a quantitative method by distributing questionnaires to 213 students in Batam. The collected data will be tested using the SPSS 26 application with regression analysis. The results of this research indicate that Instagram has an impact of 34.4%, Facebook has an impact of 33.7%, and TikTok has an impact of 29.5% on students' photography interest.
Perancangan Video Profile Jurusan Busana di SMK Negeri 2 Batam Pratama, Jimmy; Rahel, Rahel
National Conference for Community Service Project (NaCosPro) Vol. 5 No. 1 (2023): The 5th National Conference for Community Service Project 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/nacospro.v5i1.8023

Abstract

SMK Negeri 2 Batam merupakan sekolah kejuruan yang berlokasi di Jalan Pemuda no. 5 batam centre Kodya Batam provinsi Kepulauan Riau dan di bangun pada 1 Juni 2006. SMK Negeri 2 batam memiliki beberapa jurusan seperti, perhotelan, kuliner, Usaha Layanan Pariwisata, Busana, dan kecantikan. SMK Negeri 2 Batam didirikan memiliki tujuan sebagai upaya memadai penyediaan tenaga kerja sesuai bidangnya. Seperti yang kita ketahui, perkembangan teknologi berkembang sangat pesat sehingga terdapat inovasi baru yang harus kita pelajari agar tidak tertinggal. Dari segi pemasaran, media sosial dipercaya dapat meningkatkan citra usaha sehingga pada penelitian ini penulis merancang sebuah video profil untuk dijadikan sebagai sarana promosi bagi SMKN 2 Batam. Penulis terlebih dahulu mendiskusikan kepada mitra serta menyusun konsep, alur dan ide untuk keperluan video yang akan dirancang. Penulis melakukan perekaman video menggunakan kamera Sony A6000 di SMK Negeri 2 Batam dan setelah itu dilanjut dengan proses editing menggunakan Adobe Premiere Pro 2021. Hasil video profil busana tersebut mendapatkan respon positif dan diterima dengan baik oleh mitra. Luaran dari video profil busana yang berdurasi kurang lebih 2 menit, berisikan informasi mengenai jurusan busana yang ada di SMK Negeri 2 Batam seperti fasilitas yang telah disediakan, kegiatan praktik, visi dan misi, serta hasil karya yang dihasilkan oleh murid yang telah dibimbing dalam kegiatan praktik belajar tersebut.
Penerapan Teknologi Terbarukan dalam Bidang IT Pada Dunia Bisnis dan Masyarakat Implementasi A.I Face Recognition Thermal William, Charles; Handyca, Handyca; Wilson, Kenny; Adi, Adi; Syahputra, Bayu; Pratama, Jimmy
Journal of Information System and Technology (JOINT) Vol. 4 No. 3 (2023): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v4i3.6260

Abstract

Kehidupan manusia yang semakin berkembang tidak terlepas dari teknologi yang dapat membantu kehidupan sehari-hari, perkembangan teknologi yang semakin pesat memberikan efek signifikan dalam kehidupan manusia yang memberikan fasilitas bagi para penggunanya , saat ini adanya pandemi telah diterapkan protokol kesehatan untuk masyarakat melakukan aktivitas secara aman dan tidak membahayakan orang lain.Salah satu solusi pencegahan penularan pada saat pandemi adalah pengecekan suhu tubuh terlebih dahulu.Dengan adanya ai face recognition thermal yang dapat meningkatkan kualitas protokol kesehatan dan memudahkan proses identifikasi wajah dan suhu secara bersamaan.Penguna akan menjalani verifikasi wajah dan pengukuran suhu pada saat yang sama dengan kecepatan pengecekan akurat sehingga dapat mencegah penyebaran virus.
Perancangan Video 3D mengenai Senjata Tradisional dari Asia Timur Anggrianto, Vicky; Pratama, Jimmy
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 6 No 1 (2024): Januari 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v6i1.1093

Abstract

A three-dimensional object is an object that has the attributes length, width and height. With the fast improvement of technology, there are various ways to distribute information. One of the way is to create an 3D based animation video. 3D object video is a video that shows an 3D model with huge amount of detail to look as close to reality as possible from different angle. The objective of this research is to design a video animation based on 3D object to spread information about the traditional weapon of East Asia. This research uses qualitative method by interview to 30 university students as respondent. Multimedia Development Life Cycle is used as the method to produce the video. Based on the answer that was collected from the interview we can come to an agreement that with the assistance of 3D animation, information can be easier to understand because of the 3D object. The result of this research is a 3D animation video about the traditional weapon of East Asia.
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 Frenky Frenky Handyca, Handyca Harahap, Andre Jonathan Haria, Wilhelmus Alfred Harsiska, Dela Hela Dixman 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 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 Novianto Novianto Novianto 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 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 Wendy Aprianto Wendy Wendy Wibowo, Tony William Nurdin Wijaya William, Charles Wilson, Kenny Winson Kennedy Yuliana Yuliana Zeng, Louis