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“Integrasi Aplikasi Memo Online dan Sistem Perencanaan Politeknik Batam”: Sebuah Topik Tugas Akhir di Politeknik Batam Riwinoto Riwinoto; Uuf Brajawidagda; Eddy Rahman; Vanny Anggreayni; Rizki Salputra
JURNAL INTEGRASI Vol 2 No 2 (2010): Jurnal Integrasi Edisi Khusus (Seminar Nasional) - Juli 2010
Publisher : Politeknik Negeri Batam

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Abstract

Integrasi aplikasi memo online dan sistem perencanaan Politeknik Batam merupakan bagaimana cara menggabungkan kedua aplikasi yang ada yaitu aplikasi memo online dan sistem perencanaan Politeknik Batam. Makalah ini membahas integrasi aplikasi memo online dan sistem perencanaan Politeknik Batam melalui tugas akhir sekelompok mahasiswa Politeknik Batam. Analisis dan Perancangan integrasi sistem dilakukan dengan mengacu empat aspek yang ada yaitu Proses bisnis, Aplikasi, Data, Infrastruktur. Makalah ini diharapkan menjadi salah satu acuan dalam pelaksanaan tugas akhir mahasiswa politeknik.
Analisa Pengaruh Visual Efek Terhadap Minat Responden Film Pendek Eyes For Eyes Pada Bagian Pengenalan Cerita (Part 1) Dengan Metode Skala Likert Muhammad Agus Setiono; Riwinoto Riwinoto
Jurnal Komputer Terapan  Vol. 1 No. 2 (2015): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (605.568 KB)

Abstract

Seiring pesatnya perkembangan teknologi, penambahan visual effect menjadi lebih dominan di dunia perfilman. Penambahan efek visual sering digunakan di berbagai jenis film, termasuk film pendek action. Visual Effect adalah pemberian effect tertentu ke dalam film yang bertujuan untuk menciptakan adegan yang realistis dan lebih menarik. Pembuatan alur pada bagian pengenalan cerita yang menarik juga dapat membuat film menjadi tidak monoton. Oleh karena itu penulis membuat film pendek dengan judul “Eyes For Eyes” dengan menerapkan efek visual film action. Penulis mengembangkan film tersebut pada bagian pengenalan cerita (Part 1). Bagian pengenalan cerita ini bercerita tentang awal mula penyebab dari pembalasan dendam seseorang atas kematian sahabatnya. Proses produksi film meliputi 3 tahapan yaitu proses pra produksi, produksi dan paska produksi. Proses pra produksi menghasilkan konsep cerita, sinopsis, skenario dan storyboard. Proses produksi menghasilkan 216 total pengambilan gambar berformat .MOV. Sedangkan proses paska produksi dengan menerapkan efek visual film menghasilkan 26 scene dalam 1 sequance berformat .MPEG yang berdurasi 7 menit 34 detik. Berdasarkan hasil pengujian terhadap 100 responden dengan menggunakan skala likert, disimpulkan bahwa dengan adanya efek visual yang real dan berkualitas serta berpengaruh terhadap film pada bagian pengenalan cerita film ini mampu menimbulkan ketertarikan responden menonton dan menunggu kelanjutan film pendek ini.
Pembuatan 3D Motion Graphic Objek Wisata TANJUNGRIAU FISHERISM Menggunakan Aspek Spatial, Temporal, Live Action, dan Typography Ahmad Saropi; Riwinoto Riwinoto; Syania Husna Mutiara
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 2 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1156.329 KB) | DOI: 10.30871/jamn.v3i2.1464

Abstract

Motion graphic is used in entertain and advertising industry, it effectively works to inform a product or service as visuals communication media. In this research, a motion graphic was developed to socialize a tourism campaign that will be named as Tanjungriau Fisherism Batam. A multimedia development method was used to make this motion graphic, known as Villamil Molina method. This method has five phases of its development step. The first phase is development, its contain concept and story idea making. The second phase is reproduction, its contain Skenario and storyboard making. Then, the production phase working on the 3D modeling process, animation, dubbing, rendering, final editing using video editor and continued with the postproduction phase which contains alpha test and beta test. The last phase is delivery, to publish the motion graphic to society. The result of this research shows respondent agreement percentage with spatial 91.55%, temporal 89%, live action 90,44% and typography 84% which means the motion graphic was effective to inform Tanjungriau Fisherism as tourism campaign.
Multimedia interaktif Multimedia Interaktif “Belajar Kosa-Kata Bahasa Arab” Sebagai Media Edukasi Belajar Bahasa Arab Untuk Anak Sd Kelas IV Kadariah Kadariah; Ahmad Hamim Thohari; Riwinoto Riwinoto
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i1.1545

Abstract

Appropriate and appropriate learning methods in educating children are veryimportant things. With interactive multimedia technology that is widespread,we can use it as a learning media. Interactive multimedia development makesit possible to create an interactive educational media called "Learning ArabicVocabulary". The making of interactive multimedia "Learning Arabic Kosa-Kata" is designed based on a case study from the Elementary School (Al-Azhar Elementary School) that applies Arabic language learning. Using theright and varied media in the learning process can increase learningmotivation and can reduce student passivity (Hardianto,2005). Vocabularylearning is a very important material in language learning. A person will notbe able to speak a language before he enriches himself with vocabulary fromthat language. Likewise with children in this case. After the survey andinterview conducted at Al Azhar Elementary School located at Tiban 1,Patam Lestari, Kec. Sekupang, Batam City Prov. Riau Islands, on October31, 2018, the parties from the school in question were very hopeful that thisinteractive multimedia "Learning Arabic Kosa-Kata" could immediately beready for distribution.
Implementasi Penerapan MDA pada Game Endless Runner 2D CAVE RACER Berbasis Android Muhammad Fahrullazi; Riwinoto Riwinoto; Sarah Emilla Hutapea
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 2 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (541.875 KB) | DOI: 10.30871/jamn.v3i2.1636

Abstract

In today's rapidly expanding technology this game can be enjoyed across a wide range of platforms from PCS, tablets to smartphones. One of the approaches to making games is the design of games using the MDA method. The MDA method is Mechanics, Dynamics and Aesthetics. In this method, designing a game is done from the perspective of the designer, which is from the definition of Aesthetics, determination of the game Dynamics and Mechanic. The measurement of this approach is to use a successful model and fail from Aesthetics performed through the survey process in 50 respondents. Research is a study of how MDA's modeling implementation is in the development of a game. This developed Game is titled Cave Racer with endless runner genre. Authors develop this game because games with this genre are much appreciated among the community both children, teenagers and adults because the game is easy to play and simple enough that the road continues and dodge from the obstacles. This game is based on Android, this game is genre endless runner and developed using Unity. The game aesthetics used are Challenge and Submission. The Dynamics games used are 7 and there are 8 Mechanics. Measuring model succes and models indicates Aesthetics the game from 50 respondents showed Aesthetics the challenge tends to be successful which is reaching 79.6% and Aesthetics submission also success reaches 82%. Keyword : game, MDA, Endless Runner
A Study on the Model of Animation Style Using PCAF Riwinoto Riwinoto; Arifatul Hidayah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 1 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i1.2227

Abstract

Stylized, snappy, and limited animations are three popular movements of animation nowadays. The objective parameters of this style never conducted previously. The researcher proposed a technique named Principle Contained Animated in Frame (PCAF) to obtain the model of animation style. The technique is basically taking information on how often the motion follows the 12 principles of animation. This study begins sampling for all of animated film styles where each style has three examples of films. After getting a percentage of each PCAF on principles of animation, some steps were conducted to find a model. Important steps are unelimination, ascending elimination and final position adjustment. The results of the study at the latest stage showed that the principles of animation numbers 7,3,2,9,10,12 and 16 are the principles formed the special features which are shown in the pattern of stylized animation style, while numbers 4,10,12,2,9,1,6,7 and 3 formed the special features shown in the pattern of snappy animation syle and on the pattern of limited animation style, the principles of which indicated special features form of this style are 2,3,6,11,9 and 12
Evaluasi User Experience Game 2D Bajaj Keliling Menggunakan Metode Game Experience Questionnaire Nike Joncicilia; Riwinoto Riwinoto; Intan Iqlima
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2475

Abstract

In this digital era, the smartphone game became popular for all people. Even though the number of gamers in Indonesia is increasing, it does not guarantee that every game has a large number of enthusiasts. Every game industry is competing to have a good user experience so that those interested in the game industry always increase. This indicates that user experience in a game is very important to support the success of a game. The Bajaj Keliling game has never done a user experience evaluation before. For the success of the Bajaj Keliling game, it is necessary to evaluate the user experience. After evaluating the user experience in the Bajaj Keliling game, a redesign will be conducted based on the recommendation of the first user experience evaluation, then the results of the redesign of the Bajaj Keliling game will be re-evaluated. The evaluation uses the Game Experience Questionnaire method, while the design process uses the Design Sprint method. After the first analysis, the results showed that the Core Module for the flow component was 2.17 and challenge components was 2.21, and the challenge components on the In-game Module was 2.22, all of these mean values were low and below the median. This shows that the game is easy to play and not too challenging. The solution implemented is to change the stage feature to a level and add a new challenge in the form of a question at the beginning of each level. After the second evaluation, the results on the Core Module for the flow component were 3.17 and challenge components were 3.09, the mean values increased and was above the median. The results of the challenge component in the In-game Module also increased to 2.37, but the mean value was still below the median.
Pengembangan Media Virtual Tour Gedung Teaching Factory Politeknik Negeri Batam Ika Juniar Kristiani; Riwinoto Riwinoto; Muhammad Ersandi Mangaraja
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2586

Abstract

Virtual reality is currently growing rapidly; a variety of industrial products have emerged that are integrated with the virtual world in various sectors. Since 2018, the virtual laboratory of the Batam State Polytechnic has developed learning products that support virtual reality technology. These learning products are in the form of games and learning simulations. It is expected that through the learning products produced, the learning activities will be more targeted and the effectiveness of lectures will increase. Virtual touring is one of the benefits of virtual reality technology. In the tourism sector, many virtual touring media have been developed that are useful in the introduction and promotion of local tourism place. Adopting the advantages and benefits of virtual tours in the tourism sector, the education sector has also developed many virtual tour media that are useful in introducing related educational institutions or institutions. These benefits will be developed by Batam State Polytechnic to introduce one of the Lecture Buildings, the Teaching Factory. This virtual tour media will be addressed to Batam State Polytechnic guests who come to visit to introduce virtual laboratory facilities and students who need information on the location and condition of the Batam State Polytechnic Teaching Factory Building.
Analisis Perbandingan Mesin Render Redshift, Arnold Renderer, Maya Hardware 2.0 Pada Shot Indoor Dan Outdoor Di Dalam Kondisi Siang Dan Malam Pada Animasi 3d “Telat” Hasil Bangun Taras Barus; Riwinoto Riwinoto; Prananda Justis
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2667

Abstract

The development of computer graphics technology in Indonesia continues to grow, especially in the 3D animation film industry. In the process of making 3D animated films Some steps that must be done are, Modeling, Texturing, Rigging, Animating, Lighting Setup, and Rendering. At the rendering stage, it is often found that the time and quality problems produced on each existing rendering machine are because each rendering machine has a great importance to the time and quality produced. It is expected to choose the right rendering engine in the production process of 3D animated films so it is necessary to do research to understand the rendering engine with the best image quality and the rendering engine with the fastest rendering time by using facts and facts related to indoor and outdoor in conditions of day and night . The study was conducted by rendering on 3 rendering machines namely redshift, Arnold Renderer, and Maya Hardware 2.0 on the 3D animation film "Telat" by 10% of the total shots. Then compare the results using the Sampling Technique. Then do an analysis of each rendering result by meeting the graphic / visual feasibility standard for animated films from the allocation of the three rendering machines determined by the animation company PT. Kinema Systrans Multimedia.
Creating Multimedia Content for Prevention of Covid 19 Virus Transmission in the tradisional market Riwinoto Riwinoto; Selly Artaty Zega; Evaliata BR Sembiring; Afdhol Dzikri; Gendhy Dwi Harlyan; Happy Yugo Prasetya; Arta Uly Siahaan; Cahya Miranto; Ardiman Firmanda; Ahmad Saropi; Melsha Haq Zulfikar; Weimpy Ocastian; Gunawan Humiras Pangestu Nababan; David Hasmito Tanbari; Novi Anggraeni; Ica Yolanda; Diella Marfika Tama; Muhammad Ikhlas Habibi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 4 No 2 (2020): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v4i2.2681

Abstract

The COVID-19 pandemic outbreak has caused difficulties for the community, for example official trips, tours, shopping, watching films and others, which in turn caused the general economy to decline. This is what makes lecturers, workers and students in the multimedia field take the initiative to make or develop multimedia products that have educational value to the public about the prevention of the Corona virus. One of the places that is the central point of the spread of the Corona virus is the market because the market is a meeting place for people who have an interest in buying and selling if one person is infected with Corona, the virus can spread to the community around the market. Therefore, the product we have developed is a multimedia product that contains educational materials for Corona virus prevention on the market. These products are community services and educational games, comic posters, motion graphics, video advertisements. The results of internal testing to students and external testing to communities related to traders show that comic media is best used in spreading service messages to the community.