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Journal : Jurnal of Applied Multimedia and Networking

Video Edukasi Animasi 2d Tentang Pemilu 2024 Untuk Perum Lkbn Antara Biro Kepulauan Riau Chantiequ, Angiela; Kanistren, Aragani Timur
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 1 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i1.10107

Abstract

First-time voters play a significant role in the 2024 elections in Batam City, necessitating engaging and accessible information media to enhance audience engagement. Therefore, a 2D animated educational video was developed as a platform for socialization and disseminated through digital platforms. The design method used was the Multimedia Development Life Cycle (MDLC), which consists of six main stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. Testing was conducted using the EPIC Model, which encompasses four aspects: Empathy, Persuasion, Impact, and Communication. The 2D animated video proved effective in educating first-time voters in Batam about the 2024 elections, combining visual elements and narrative information to reinforce the message.
Analisis Perbandingan Render Engine Cycles & Eevee Pada Blender Melalui Metode Quasi- Monte Carlo Untuk Meningkatkan Rendering Di PT. Labtech Penta International Timur Kanistren, Aragani; Liannardie, Muhammad
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 2 (2024): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v8i2.7909

Abstract

This research focuses on analyzing the comparison between Cycles and Eevee render engines within the open-source software Blender 3D. The test results will assist PT. Labtech Penta International and users of three-dimensional applications in selecting the appropriate render engine for 3D model projects with still image outputs. The study aims to find configurations between Cycles and Eevee render engines or investigate them using the Quasi-Monte Carlo method, where the values or configurations in the settings of each render engine are tested using multiple samples. In each sample, the values or configurations are randomly adjusted. The measurement parameters for this test use three variables: rendering speed, size of the rendered file output, and image quality of the render result, taking into account the vertices and texture nodes on the 3D object. The results of this study indicate that Eevee outperforms Cycles in terms of rendering speed, while Cycles and Eevee produce similar file sizes in their render outputs. Regarding image quality, the results show that Cycles is superior to Eevee. The research aims to find a solution for rendering at PT. Labtech Penta International with stable and effective configurations.
Penciptaan Video Klip Melayu Menggunakan Teknik Camera Follow Untuk Visualisasi Museum Raja Ali Haji Grace Dea; Kanistren, Aragani Timur
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 9 No 2 (2025): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v9i2.10925

Abstract

Music videos are an audiovisual art that enhances multisensory experiences while acting as a medium of cultural information and communication, such as Malay culture. In this creation, cinematographic techniques are employed, particularly the camera follow technique, to create an exploratory and immersive experience. This approach is implemented in the Malay music video “Nurlela” composed by Asbon Madjid and Bing Slamet, arranged in progressive Malay pop. The study aims to determine the effectiveness of creating a Malay music video using the camera follow technique to visualize the Raja Ali Haji Museum in presenting its historical collections and visitor regulations. The production process applies the Multimedia Development Life Cycle (MDLC), consisting of six stages: concept, design, material collecting, assembly, testing, and distribution. The testing stage uses the EPIC Model, which includes four dimensions: empathy, persuasion, impact, and communication.