Articles
Smart Hybrid PABX Menggunakan Server Asterisk
Pembelanta Sinuhaji;
Heru Wijanarko;
Hamdani Arif;
Muchamad Fajri Amirul Nasrullah
Journal of Applied Electrical Engineering Vol 3 No 2 (2019): JAEE, December2019
Publisher : Politeknik Negeri Batam
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (767.253 KB)
|
DOI: 10.30871/jaee.v3i2.1826
Teknologi internet berkembang dengan pesat khususnya di bidang sistem informasi dan telekomunkasi. Pada dasarnya semua orang yang terhubung ke internet dapat bertukar informasi dan data. Untuk mendukung komunikasi agar berjalan dengan baik, penulis membutuhkan analog terminal adapter yang berfungsi untuk mengubah sinyal analog dari telepon dan mengubahnya kembali menjadi digital sehingga dapat ditransmisikan melalui internet. Dengan melakukan konfigurasi pada server Asterisk, penulis telah menghasilkan komunikasi antara IP-phone dengan IP-phone dan komunikasi antara telepon konvensional dengan IP-phone. Dengan memanfaatkan Private Automatic Branch Exchange (PABX) yang dikonfigurasi pada server Asterisk, maka telepon konvensional dapat terhubung dengan IP-Phone, sehingga sistem PABX secara hybrid dapat diimplementasikan.
Cerita Rakyat Interaktif "Malin Kundang"
Muchamad Fajri Amirul Nasrullah;
Sandi Prasetyaningsih;
Riki Riki;
Michael Jones;
Harist Setya Nugraha
JURNAL INTEGRASI Vol 13 No 2 (2021): Jurnal Integrasi - Oktober 2021
Publisher : Politeknik Negeri Batam
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.30871/ji.v13i2.3472
People are increasingly encouraged by the advancement of science and technology to use and develop technical achievements in a variety of sectors, particularly multimedia. One way to make use of interactive folklore that is suitable and enjoyable, especially for youngsters, is to produce interactive folklore. Because it is packaged in two unique and fascinating studies for its users, it is intended to be something new and not dull in the process of learning and reading for youngsters. The researcher used the folklore "Malin Kundang," which is based on West Sumatra folklore, in this study. This interactive tale was created utilizing a two-dimensional animation base. Users will be provided a story of Malin Kundang and his mother, going from young Malin Kundang to married Malin Kundang, in this interactive folklore. This interactive folklore contains numerous distinct narratives, each with a different ending and story progression, so that children will be engaged and not bored by the varied storylines and may learn from the various qualities and characters in this interactive folklore
Analisis Usability dengan Metode Heuristic Evaluation pada Web IFBT People Dashboard
One Agustiranda;
Muchamad Fajri Amirul Nasrullah
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.v6i1.4066
Usability yang ditemukan oleh pengguna pada web harus dilakukan analisis dan evaluasi lebih mendalam, diperlukannya evaluasi oleh beberapa ahli untuk menemukan potensi masalah lainnya yang tidak dapat ditemukan oleh pengguna. Penelitian ini menggunakan heuristic evaluation yang akan menilai antarmuka web untuk menemukan potensi masalah, dengan 10 prinsip dari Nielsen yang merupakan prinsip umum dalam menangani hal antarmuka yang dapat digunakan dalam penelitian ini. Evaluator bekerja secara mandiri dan melakukan pendekatan dalam memeriksa objek uji untuk memastikan kualitas web, evaluasi yang dilakukan evaluator menghasilkan severity rating dan rekomendasi yang dapat digunakan sebagai masukan tambahan kepada pengembang dalam pengembangan berkelanjutan pada web IFBT People Dashboard.
The Implemetation genetic algorithm Timun Mas Game
Indah Permatasari;
Muchamad Fajri Amirul Nasrullah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 1 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (671.501 KB)
|
DOI: 10.30871/jamn.v3i1.653
Timun Mas Game was inspired by a fairy tales story from Cental Java. It is fairy tale of Timun Mas. This game will makes the player has an experience and missions as Mbok Sarni who is the part of the original storyline. Therefore the game genre is Role Playing Game (RPG). The game story has 2 missions, first the player needs to plant the seed of Timun and collect all magical weapons to attack Buto Ijo. In this undergraduated thesis, the author designed the first mission of Timun Mas Game, which is planting the seed of Timun Mas until it was grow up The Planting activities are watering and fertilizing seeds until it is grow up to golden Cucumber. During the planting process, there will be rats as pest that attack the growth of seed. Player need to eliminate the pest by using the hammer that provide from system. The pest is a NPC (Non Player Character) that was controlled by an artificial Intelligence using a monodevelop while the game environment is built with unity 5.4.1f1 (64-bit) game engine. The type of artificial intelligent that was used to create an intelligence system is Genetic Algorithm (GA). It has a function to maximize genes in the chromosome strength on the NPC including attack power, speed of movement, and health point of the pest which is affected by player behaviour/action. The dynamic changes of pest's strength will affected the difficulty level of the game that will be useful to make a good experience for the player as the main goal of this research.
The IMPLEMENTATION OF THE TECHNIQUE OF ROTOSCOPING IN THE SHORT FILM GENRE THRILLER USING METHOD VILLAMIL-MOLINA
Muhammad Adam Firdaus AZ;
Muchamad Fajri Amirul Nasrullah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 2 No 2 (2018): Journal Of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
Full PDF (488.895 KB)
|
DOI: 10.30871/jamn.v2i2.974
The development of the film industry is currently growing rapidly, it does have animpact on existing technologies especially in editing techniques, thereby causing thenumber of genres that are popping up, and one was a thriller. This can occur becausethe editing techniques facilitate the videographer to create a fictitious scenes becomelook real. Rotoscoping is one frequently used editing techniques to create it.Rotoscoping itself is a technique in film editing by means of tracing live action videofootage frame by frame with filter picture selectively from each section that is in theframe and give a more realistic impression in a film. In this final task, later made afilm genre thriller, which applies the technique of rotoscoping in Adobe After Effects.The film stresses on the side of his editing, and is expected to later can add insightinto the young film makers in the world of cinema.
Implementasi dan Analisis Teknik Color Grading dalam Pembuatan Film Dokumenter “Kampung Vietnam Batam”
Muhammad Fariez Nur;
Muchamad Fajri Amirul Nasrullah
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 (522.183 KB)
|
DOI: 10.30871/jamn.v3i2.1682
Pembuatan film dokumenter saat ini sudah menjadi karya yang dapat merepresentasikan subjek–subjek daerah tertentu. Seperti sejarah, ilmu pengetahuan, dan sosial/lingkungan. Sebuah karya film yang disajikan biasanya bukan merupakan film murni dari hasil pengambilan awal namun sudah melalui proses editing. Salah satunya ialah proses color editing yang mana pada tahap ini biasanya disebut sebagai teknik color grading. Dalam pembuatan film dokumenter “Kampung Vietnam Batam” penulis menggunakan metode villamil-molina sebagai tahapan penyelesaian masalah. Metode ini terdiri dari 5 tahapan diantaranya development, preproduction, produksi, postproduction, dan delivery. Pada Implementasi color grading dilakukan dalam tahap productio. Selanjutnya pada tahap postproduction pengujian dilakukan dengan evaluasi pengembang melalui pengujian storyboard, kemudian pemeriksaan hasil pewarnaan yang dilakukan oleh tim internal, lalu mengalami proses perbaikan dan proses akhir setelah pengujian beta dilakukan, film akan di unggah melalui media youtube. Adapun analisis dengan menggunakan kuesioner sebagai instrumen pengujian kepada responden/audiens yang bertujuan untuk mendapat data objektif terhadap kualitas pewarnaan yang telah di implementasikan terhadap film ini. Sehingga menghasilkan secara keseluruhan penilaian dari hasil data statistik, didapatkan nilai total perbandingan antara pada saat sebelum dan sesudah dilakukannya color grading adalah sebesar 47% : 82%. Hal itu menunjukan bahwa rata-rata responden/audiens menyatakan setuju adanya peningkatan pada kualitas pewarnaan dalam pembuatan film dokumenter “Kampung Vietnam Batam”.
Implementasi dan Analisis Gamifikasi pada Aplikasi Manajer Keuangan Pribadi
Rina Yulius;
Muchamad Fajri Amirul Nasrullah
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 (269.365 KB)
|
DOI: 10.30871/jamn.v3i2.1812
This study aimed to design a gamification-based personal financial application and investigate the relationship between self-determination motives and user engagement. Data of 152 participants were collected through online questionnaire. The participants consisted of users who have Android-based smartphone and use the personal financial application, EasySaku, at the same time. Simple linear regression analysis and multiple linear regression analysis were used to test the hypotheses. The results show that there is a significant relationship between self-determination motives and user engagement. The relationship is partially mediated with gamified app, EasySaku.
Motion Graphic Iklan Layanan Masyarakat Edukasi Tata Tertib Rambu Lalu Lintas
Muhammad Ilham;
Muchamad Fajri Amirul Nasrullah
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.v5i1.2892
Public service advertisements are advertisements that present social messages that aim to raise public awareness of a number of problems they must face, namely conditions that can threaten harmony and public life. Lack of awareness by motorcyclists often has fatal consequences for themselves and even others. In fact, many of the motorcyclists violate established regulations which aim to control traffic on the highway. So a research was made to produce motion graphic video public service advertisements regarding traffic signs education using the quantitative research method with the Vaughan settlement method. And on the results of the analysis carried out, it can be seen that the results are at the level of effectiveness based on the Likert scale interval for the expert, the predicate is "Strongly Agree" with an average value of 96.25% (based on detailed aspects: 90% graphic, 95% typography, 100 animation % and audio 100%). And the EPIC Rate calculation is found to be 4,145 (based on detailed aspects: Empathy 4.19, Persuation 4.16, Impact 4.17, and Communication 4.06 and based on questions about kinetic typography that has been entered in the questionnaire proves that the use of kinetic typography is effective.
PEMBUATAN DESAIN KARAKTER ANIMASI 2D “TERJEBAK HOAKS†DALAM BENTUK VEKTOR
Umi Kalsum Nasution;
Muchamad Fajri Amirul Nasrullah;
Sandi Prasetyaningsih;
Anis Rahmi
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 7 No 1 (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.v7i1.5748
Traditional 2D animation is time-consuming and costly, but technological developments have brought innovations in 2D animation creation through digitization. Vector-based 2D animation uses computer software and utilizes vector-based images to produce smooth animation. The advantages of vector-based 2D animation are the flexibility in character changes and editing, as well as the ability to reuse vector images that have already been created. This saves animation production time and costs and speeds up the production process through rigging and tweening techniques. The character design production process of the 2D animation "Terjebak Hoaks" uses Christopher Jones' design process method and applies the basic concept, size, and variation of Tom Bancroft's character design method. Each character has a different shape, size, and pose, reflecting different characteristics. The final results of this research are three 2D animated character designs in vector form that will become characters and mediums in driving the plot of the animated story "Terjebak Hoaks".
APLIKASI ISSUE TRACKING SYSTEM BERBASIS WEB (Studi Kasus: PT Mitra Kuadran Teknologi)
Nasrullah, Muchamad Fajri Amirul;
Yulius, Rina;
Pratama, Linargian
Teknik: Jurnal Ilmu Teknik dan Informatika Vol 2 No 2 (2022): Oktober : Teknik: Jurnal Ilmu Teknik dan Informatika
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.51903/teknik.v2i3.121
PT Mitra Kuadran Teknologi merupakan perusahaan pengembangan perangkat lunak. Dalam aplikasi yang telah digunakan pelanggan sering ditemukan masalah yang perlu diselesaikan secepatnya. Pelanggan biasa menyampaikan pengaduan dengan mengirim pesan langsung ke programmer secara pribadi. Pelanggan terkadang perlu mengirim pengaduan yang sama beberapa kali atau ke beberapa orang untuk diselesaikan. Penanganan pengaduan seperti ini masih kurang efektif, karena proses pengaduan masih dilakukan secara manual sehingga mempengaruhi kinerja programmer dalam penyelesaian masalah. Pada tugas akhir ini, penulis akan membuat suatu aplikasi berdasarkan permasalahan tersebut. Aplikasi Helpdesk Kuadran dikembangkan sebagai aplikasi issue tracking system dengan tujuan untuk memudahkan pelanggan aplikasi untuk mendaftarkan masalah dan programmer menyelesaikan masalah. Aplikasi dibangun menggunakan metode waterfall. Metode user accpetance testing (UAT) digunakan untuk mengukur nilai penerimaan pengguna. Hasil pengujian usability atau kegunaan menggunakan metode System Usability Scale (SUS) yang dilakukan menghasilkan nilai akhir rata-rata 82.5. Nilai ini di atas nilai 68 batas persetujuan dan dianggap dapat memudahkan programmer dalam manajemen pengaduan masalah pelanggan.