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Journal : Jurnal of Applied Multimedia and Networking

Aplikasi Autoparser Automation Weighting System di PT. Teknologi Flextronics Indonesia Agung Riyadi; Ryan Binsar Pasaribu
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 1 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i1.4171

Abstract

Weighing Automation System is a system that already exists at PT. Flextronics Technology Indonesia. Weighing Automation System is an automatic scale that functions to display the weight of box unit that are complete with components. However, the results of the scales are compared manually by the operator by comparing the results of the weighing scale with the standard range weight on the PC monitor. Based on this, the author created an auto parser application with the aim of producing a desktop application as a component validation system missing in the box unit, and produce a track record of Weighing Automation System. Based on the objectives to be achieved, the problems to be discussed are how to design and build an auto parser application, how to connect the software with the Weighing Automation System and the auto parser application logic to validate the weighing results. This research uses the waterfall method, information gathering, development design, application creation and testing, system installation and maintenance. Through this research, an auto parser application that can be connected to software and a Weighing Automation System with logic can validate the weighing results automatically. With this research, it is expected to reduce human errors during the component validation process in the box unit. The conclusion that the auto parser application can help the validation process for missing components in the box unit
Game Laboratory Usage Model for Game Development and Simulation Projects Agung Riyadi; Riwinoto Riwinoto
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.v4i2.2753

Abstract

The use of laboratories in indonesia’s universities are usually only used as a means of learning for teaching activity. Unlike the use of europe’s laboratories, not only a means of supporting teaching, but can also be used for research, project development, training and others. Therefore, this study try to applied laboratory models that can be used not only for teaching activity. In this study, 4 models were applied for laboratory use including Teaching Models, Project Models, Evaluation Models and Research Models. The results obtained from the application of this model are the existence of mapping and learning models for courses that support each other in producing game development projects, and the results of evaluations of game development that can be used as research. With this, the use of a game laboratory can be more optimal.
Analisis Usability Testing pada User Interface dalam Game Idle Breeder Agung Riyadi; James James
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 2 (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.v5i2.3782

Abstract

In today's development, children are used to using smart phones or smartphones. Most of these smartphones run on the Android or IOS operating system. In smartphones there are applications that can be used for various purposes. One type of these applications is games. In this case, there are still many users who play the game having difficulty understanding the layout and menus that have been presented in a game, making it difficult for users to play it. In this study the author will discuss the user experience in the game "idle breeder" Idle Breeder is a top-down game with an idle genre with a relaxing feel. The formulation of this research is how to design a user interface in the idle breeder game and also how to do analysis in terms of user experience from users. User experience focuses on the comfort and convenience of users in using idle breeder games (usability)
Analisis Efektivitas Dan Implementasi Motion Grafis Sebagai Media Informasi Untuk HSE Induction Agung Riyadi; Miranda Valen
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 6 No 2 (2022): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v6i2.4588

Abstract

This research is about making motion graphics videos for information mediaHSE Induction at PT. Cameron Systems Batam. Based on e-form datavisits, there are 35% in one month the number of visitors who will work inPT. Cameron System Batam or there are 20-30 people in one month,with this amount, make a submission about HSE inductiondone continuously and takes a lot of time. Submission processinformation about previous HSE induction still using filepower point presentation, so the trainer must explain directlyto new employees or visitors, this step is less effective, so make ita new information media that is better in its delivery, namely,motion graphics videos. The use of motion graphics due to delivery throughillustrated motion pictures and videos are more attractive, effective andunlimited delivery compared to descriptive writing. OnThis research is in the manufacture of products, using the development methodvillamil molina, in this method there are five stages, namely development, pre-production, production, postproduction, then delivery. Then foranalysis of the effectiveness of motion graphics videos using the EPIC model methodwith dimensions of empathy, persuasiveness, impact, and communication. Resultsfrom this research in the form of a motion graphic video about HSE induction, the resultsanalysis using the EPIC model gets a value of 4.35 withthe very effective category means that the HSE induction motion graphics video is effectiveused for the delivery of HSE induction by the company
Analisis Efektivitas Customer First Quality First Approach Pada Training Quality Dojo Dengan Metode Quasi Eksperimen One Group Pretest Posttest Design Muhammad Ayasy Al Muhandis; Agung Riyadi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i2.6931

Abstract

Salah satu Training yang dilakukan di PT. Panasonic Industrial Devices batam yaitu Training Quality Dojo. Training ini bertujuan menyampaikan kepada karyawan supaya meningkatkan kualitas dan kuantitas dalam produktivitas serta untuk menghindari terjadinya kecelakaan kerja. Adanya kenaikan jabatan karyawan sebagai leader atau diatasnya sehingga diwajibkan untuk mengikuti Training Quality Dojo. Alhasil Training Quality Dojo cukup sering dilakukan dalam waktu dua kali dalam seminggu dan banyak memakan waktu dengan proses penyampaian materi sebelumnya masih dilakukan dengan menggunakan metode presentasi sehingga trainer menjelaskan materi secara satu persatu melalui powerpoint. Hal ini cukup dirasa kurang efektif sehingga dijadikanlah sebuah media informasi yang menarik dalam segi penyampaian materi yaitu motion grafis. Penyajian materi dalam bentuk motion graphic dapat lebih mudah untuk dipahami dan diilustrasikan melalui gambar dan suara sehingga tampilan lebih menarik, efektif serta dapat memperkuat dari materi yang disampaikan. Terdapat lima tahapan metode Villamil Molina yaitu development, preproduction, production, postproduction, dan delivery yang digunakan dalam pembuatan produk motion graphic. Selanjutnya, analisis produk dilakukan dengan menggunakan metode Quasi Eksperimen One Group Pretest Posttest Design metode ini bertujuan untuk mengetahui seberapa efektif materi yang disampaikan dalam bentuk animasi motion graphic untuk mengukur tingkat pemahaman responden dengan menggunakan Uji Paired Sample T-Test. Hasil dari penelitian ini berupa video motion graphic yang berisi tentang Training Quality Dojo dengan format Mp4, hasil dari analisis berdasarkan rumus Uji-t sampel menghasilkan nilai 6,211(thitung) > 2,45(ttabel) sehingga hipotesis penelitian Ho ditolak dan Ha diterima berdasarkan hasil uji Paired Sample T-Test sebesar 0.00 yang kurang dari tingkat signifikansi 0,05. Hal ini menunjukkan bahwa pemahaman materi responden meningkat secara rata-rata. Oleh karena itu, Training Quality Dojo dengan motion grafis sangat efektif untuk diterapkan.
Pembuatan Aplikasi Augmented Reality Terkait Bisnis Pelayanan Infrastruktur PT. PLN Batam Dian Nurdiansyah; Agung Riyadi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 2 (2023): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v7i2.6932

Abstract

The use of Augmented Reality (AR) technology in promoting the infrastructure service business of PLN Batam will provide a more interactive and enjoyable experience for the community. However, many infrastructure service companies have not yet utilized this technology to promote their business. Therefore, this research aims to develop an augmented reality application related to the infrastructure service business of PT. PLN Batam using the waterfall research methodology on the Unity platform. The research will be conducted in stages following the waterfall methodology, starting from user needs analysis to application testing. The development of this AR application will utilize the Unity platform as the application development tool and also utilize Vuforia as a plugin for detecting target markers. The results of this research are expected to provide a solution for PT. PLN Batam to utilize AR technology in promoting their business, introducing the company to the community, and strengthening its reputation as a trusted and professional infrastructure service provider.
Pembuatan Motion Graphic Penyelenggaraan Tata Naskah Dinas Berdasarkan Peraturan Walikota Batam Balqis Nabel Fadilla Rusymaidad; Agung Riyadi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 8 No 1 (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.v8i1.7699

Abstract

Penelitian ini membahas tentang pembuatan video motion graphic penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam. Berdasarkan pengamatan, banyak pegawai yang tidak melaksanakan penyelenggaraan tata naskah dinas sesuai prosedur yang ada di dalam pedoman tata naskah dinas. Faktor usia serta padatnya jadwal dan kesibukan kegiatan membuat pegawai jarang membaca pedoman tata naskah dinas yang mencakup banyak hal. Pembuatan media informasi dengan video motion graphic menjadi cara untuk memfasilitasi pegawai dalam mempelajari penyelenggaraan tata naskah dinas. Proses pengembangan produk menggunakan metode pengembangan Villamil-Molina dengan beberapa tahapan, terdiri dari pengembangan, pra produksi, produksi, pasca produksi, dan distribusi. Pengujian produk video motion graphic menggunakan EPIC model dengan fokus pada empat dimensi, yakni empati, persuasif, dampak, dan komunikasi. Penggunaan EPIC model dalam menguji keefektivitas video memperoleh nilai 4.22 dengan kategori sangat efektif, yang berarti video motion graphic penyelenggaraan tata naskah dinas berdasarkan peraturan walikota batam tersebut sangat efektif sebagai media informasi.
Co-Authors Afdhol Dzikri Amadia, Rini Anindea Pramilaning Tyas Aragani Timur Kanistren Ardi, Noper Arief Rachman Arif Roziqin Atalarik Ramli Balqis Nabel Fadilla Rusymaidad Bintang Budhiman Bisma Khairunnas Cecep Maulana Hidayat condra antoni Destriani Kaban Dian Nurdiansyah Dicki Prayogi Diswandi Dodi Prima Resda Dwi Ely Kurniawan Fadiella Azhaara Ramadhanti Fadli Suandi Faisal Hamzah Farouki Dinda Rassarandi Garno, Yudhi Soetrisno Hariadi, Efrizon Haryanti Hilman Ahyadi Ihsan, Iif Miftahul Irmansyah Lubis, Ahmadi ISKANDAR James James James James Joko Prayitno Susanto Kerobaganet Kerobaganet Kheli Fitria Annuril Luthfiya Ratna Sari Makosim, Syahril Mardiani Mardiani Megawati, Novi Meirinawati, Hanny Metta Santiputri Miranda Valen Miranto, Cahya Mu'minin, Amirul Muhamad Sahrul Nizan Muhami Muhammad Ayasy Al Muhandis Muhammad Nashrullah Muhammad Zainuddin Lubis Mu’minin, Amirul Nehru Nugroho Nur Cahyono Kushardianto Nur Zahrati Janah Nurul Fitriya Oktavianto Gustin Pardosi, Pardosi PERTIWI, NADIA INDAH Prasetiya, Happy Yugo Purnamasari, Dwi Amalia R. Dwi Budiningsari Rahman Ramadhan, Gilang Bagus Ratu Siti Aliah Riardi Pratista Dewa, Riardi Pratista Ridho Hafiedz Riwinoto Riwinoto Rizki Irianto Rizki Widi Pratama Rizwan Bin Khamis Rokhayati, Yeni Romadhona, Ekky Ilham Ryan Binsar Pasaribu Sachoemar, Suhendar Indrakusmaya Sandi Prasetyaningsih Setiarti Sukotjo Shinta Leonita Siskha Handayani, Siskha Siti Noor Chayati Sudra Irawan Supardianto Supardianto Suwarno Suwarno Swono Sibagariang Teguh Prayogo Wenang Anurogo Widia Lestari Wirabuana Sakti Wiyono, P Yuliadi Zamroni