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Pembuatan   Video    Promosi   Rumah    Makan    Angkringan    Hamka Menggunakan Teknik Editing Nuridayati Nuridayati; Subhan Hartanto; Agusdi Syafrizal
JURNAL VOKASI TEKNIK Vol 4 No 01 (2026): April ISSUE | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Angkringan Hamka Restaurant, known for its cozy atmosphere and unique place as well as typical dishes, has not yet utilized a promotional video to showcase its unique qualities to a broader audience. To address this, a promotional video was created using editing techniques that incorporate sound effects and voice-over elements. These elements were designed to produce an informative and engaging video capable of conveying the ambiance and distinctiveness of Angkringan Hamka to the public. The video production process involved four main stages: pre-production, which included idea development, scriptwriting, and storyboard creation; production, covering footage capture and the recording of narration and sound effects; post-production, consisting of video editing, combining visual and audio elements, and adding color grading; and finally, distribution through YouTube and other social media platforms. The resulting video successfully highlighted the ambiance, facilities, and signature menu of Angkringan Hamka, receiving positive feedback from viewers who appreciated its visual appeal and clear messaging. The innovative aspect introduced was the use of sound effects and voice-over in editing techniques to create an audiovisual experience that feels immersive and lifelike, thereby enhancing the promotional appeal and establishing a new model for marketing local culinary businesses.
Pembuatan Video Promosi Wisata Teras Alam Ulin Dengan Menggunakan Teknik Editing (Match Cut) Stephanie Armonika Putri; Agusdi Syafrizal; Subhan Hartanto
JURNAL VOKASI TEKNIK Vol 4 No 02 (2026): July ISSUE | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

In the making of the short film entitled "Kesalahan dalam Penyesalan" aims to explore the use of shooting techniques in cinematography. In the short film, it tells the story of a student who is careless and irresponsible in his academy in order to play games. Through this film, the author applies various types of shooting, such as extreme long shot, medium shot, close-up, cut-in, medium close-up, medium long shot, extreme close-up, wide shot, over shoulder shot. To highlight the expression and atmosphere in the story. Using the Multimedia Development Live Cycle (MDLC) method, the development of this short film consists of 6 stages: concept, design, material collection, manufacturing, testing, and distribution. The test of this film was through a questionnaire with a total of 40 respondents. And it was watched as many as 2,500, liked as many as 480, commented 66 and subscribed 100.
Rancang Bangun Aplikasi Manajemen Kos Untuk Usaha Rumah Mulya Berbasis Mobile Muhammad Hamrozi Yusira; Subhan Hartanto; Anton Topadang
JURNAL VOKASI TEKNIK Vol 4 No 02 (2026): July ISSUE | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Boarding house is a business entity that provides room rental services for individuals or more. Data management often poses many challenges, so it is necessary to have a tool that increases the ease of management. This research aims to develop a mobile-based boarding house management application that increases efficiency in boarding house management. This research uses the Waterfall Model, and uses the Java language and Android Studio as a development tool. The final result of this research is the creation of a mobile-based management application that features room and facility management, occupant registration management, and boarding house finances. Development suggestions include the integration of digital payments, storage of recap data, and the addition of dashboards.
PEMANFAATAN AUGMENTED REALITY BERBASIS OBJEK 3D UNTUK PENGENALAN ORGAN TUBUH MANUSIA Subhan Hartanto; Sarwo Edi Wibowo; Almasari Aksenta
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol. 9 No. 4 (2026): August 2026 (1)
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v9i4.6692

Abstract

The development of digital technology encourages innovation in learning media that is more interactive and easier for students to understand. One technology that can be used is Augmented Reality or AR, which combines three-dimensional virtual objects with the real environment in real time. This study aimed to design and implement an Augmented Reality-based learning media for introducing human body organs. The development method used was the Luther-Sutopo version of the Multimedia Development Life Cycle or MDLC, consisting of concept, design, material collecting, assembly, testing, and distribution stages. The object used in this study was a three-dimensional model of human anatomy equipped with annotations on several organs, such as the liver, heart, and gut. The implementation results showed that AR media could display human anatomy objects virtually through marker scanning using a mobile device. This media allowed users to observe the shape, position, and parts of human organs more clearly and interactively. Therefore, Augmented Reality-based learning media can be an innovative alternative to help improve students’ understanding and learning interest in human body organ materials.