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ANALISIS MAKNA DENOTATIF DAN KONOTATIF DALAM FILM UPIN & IPIN EPISODE KENANGAN MENGUSIK JIWA Juprinedi, Juprinedi; Siahaan, Arta Uly; Miranto, Cahya
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 3 No 01 (2020): Journal of Digital Education, Communication, and Arts (DECA)-March 2020
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v3i01.1986

Abstract

Representations of public life in recalling past events or history can be found, among others, in 3D animated films. An interpretation of connotative meaning, as the second layer meaning, arises when a symbol is associated with its psychological aspects, such as feelings, emotions, or beliefs, which are closely related to culture, knowledge, and history. This study aims to interpret symbols in the Kenangan Mengusik Jiwa episode of Upin & Ipin animated film for their denotative and connotative meaning to better understand the context of the story and the moral message conveyed. A questionnaire was used in this research to increase validity. In processing questionnaire data, a calculation is conducted using the Likert scale. The results of the study indicate that the main moral message conveyed in this episode is to never forget history or established culture. This interpretation is supported by results from questionnaire data.
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.
PRODUKSI FILM DOKUMENTER PERAHU JONG SEBAGAI MEDIA PEMBELAJARAN DAN PROMOSI BUDAYA Evaliata Br. Sembiring; Cahya Miranto; Ardiman
Jurnal Teknomatika Vol 10 No 2 (2018): TEKNOMATIKA
Publisher : Fakultas Teknik dan Teknologi Informasi, Universitas Jenderal Achmad Yani Yogyakarta

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Abstract

Salah satu bentuk kebudayaan suku Melayu dari sebuah permainan yang unik adalah Perahu Jong.Pelestarian permainan ini dapat dilakukan melalui ajang lomba sehingga memungkinkan peningkatan kunjungan wisata khususnya di Kepulauan Riau.Perlu dibuat dokumentasi dalam bentuk film dokumenter sekaligus dimanfaatkan sebagai media informasi dan promosi budaya.Proses produksi film tentang perahu jong menggunakan metode Luther-Sutopo agar kegiatan dapat dilakukan secara sistematis dan terprogram. Hasil penelitian adalah: (1)Produksi Film dilakukan secara tidak berurutan pada metode Luther-Sutopo khususnya pada tahap design, assembly, dan testing karena konten film harus divalidasi keasliannya kepada nara sumber; (2)Film dokumenter perahu jong menerapkan rancangan dalam bentuk narasi untuk menjamin kejelasan dan keaslian konten film; (3)Film dokumenter memiliki konten yang padat yaitu sebagai informasi dan pembelajaran tentang budaya serta media promosi kegiatan lomba.
Pembuatan Buletin Sebagai Media Pengembangan Sektor Usaha Mikro Kecil Menengah Kepulauan Riau Amadia, Rini; Kanistren, Aragani Timur; Prasetiya, Happy Yugo; Miranto, Cahya; Mu’minin, Amirul; Riyadi, Agung
Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 8, No 1 (2025): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/japhb.v8i1.6778

Abstract

Sebagai penggerak ekonom daerah, Usaha Mikro, Kecil, dan Menengah (UMKM) menjadi salah satu fokus utama Pemerintah Kepulauan Riau. Pengembangan UMKM dilakukan sebagai upaya menggerakkan perekonomian lokal. Namun, kesenjangan pengetahuan masyarakat tentang UMKM, disebabkan oleh kurangnya adaptasi teknologi dan media informasi, membatasi potensi pertumbuhan dan kontribusi UMKM terhadap perekonomian. Pengabdian Masyarakat ini mengeksplorasi penggunaan buletin sebagai media yang efektif untuk membantu Dinas Koperasi dan Usaha Kecil Menengah (KUKM) Pemerintah Kepulauan Riau (Kepri) dalam meningkatkan visibilitas dan penyebaran informasi tentang UMKM di Kepulauan Riau. Dengan menyoroti kisah sukses, berbagi wawasan industri, dan memberikan panduan praktis, diharapkan dapat memperkuat pemahaman akan nilai dan dampak UMKM. Melalui kerjasama dengan Dinas KUKM Kepri buletin dirancang untuk menjadi wadah penting bagi para pelaku UMKM. Pengabdian ini menghasilkan 4 edisi buletin dengan menggunakan metode pengembangan dan produksi, yaitu 1) Tahapan pra-produksi : rancangan agenda, pengumpulan data, dan wawancara, 2)Tahapan produksi : creative brief, designing, dan finishing dengan menggunakan software desain grafis, 3) Tahapan pasca-produksi :review, cetak, dan delivery kepada Dinas KUKM Kepri. Pengukuran kepuasan dilakukan dengan pembuatan angket kepada tenaga ahli dari Dinas.  Hasil menunjukkan respon positif terhadap desain dan konten buletin. Informasi yang disajikan pada buletin dapat menjadi media informatif dan relevan untuk UMKM di Kepulauan Riau.
Performance analysis of 3D assets in virtual reality simulations for climate change: a case study in sustainable energy systems Miranto, Cahya; Firmanda, Ardiman; Rante, Hestiasari; Sukaridhoto, Sritrusta; Agus Zainuddin, Muhammad; Rahman, Haolia
Bulletin of Electrical Engineering and Informatics Vol 14, No 5: October 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i5.9532

Abstract

This study investigates the performance impact of 3D assets in a virtual reality (VR) simulation designed for climate change education, aiming to balance visual fidelity and system efficiency on standalone headsets. Using a case study modeled on a sustainable energy environment, key performance metrics frames per second (FPS), triangle count, and draw calls were measured to assess the effect of object density, material transparency, and batching strategies. Experimental results show that configurations with 20 trees and 20 characters maintained 101 FPS, while denser scenes with 30 trees and 30 characters dropped to 79 FPS approaching the minimum usability threshold for VR. Transparent tree foliage with alpha-cutout materials imposed higher graphics processing unit (GPU) loads than high-triangle opaque character models, highlighting the performance cost of material complexity. These findings offer practical guidelines for optimizing asset configurations in immersive educational VR content. Future work may explore integration of artificial intelligence (AI) behavior and user interaction to assess broader system performance.
Meta-Interface Analysis for Interaction in Mobile Augmented Reality Firmanda, Ardiman; Sukaridhoto, Sritrusta; Rante, Hestiasari; Miranto, Cahya; Evianita Dewi Fajrianti; Prasetyaningsih, Sandi
The Indonesian Journal of Computer Science Vol. 11 No. 2 (2022): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v11i2.3058

Abstract

Mobile Augmented Reality has expanded including the cultural heritage sector. Among the options offered is the digitization of cultural heritage. Multiple technical breakthroughs has implemented, including hand gesture recognition and body tracking, into mobile augmented reality systems. The success of these improvements depends on a good user interface. Meta User Interface (Meta-UI) allows significant information to be displayed without interfering with system operation. The results of the analyses that the Meta-UI user interface could aid users in employing hand gestures and body motion capture on this mobile augmented reality without any issues and could deliver information about batik efficiently. PIECES Framework testing confirmed this, with a satisfaction score of 4.40 to 4.55. Using the PIECES Framework concepts and questionnaire that focus on user satisfaction with mobile augmented reality, the score indicates that the user is satisfied.
PENDAMPINGAN PRODUKSI VIDEO PANDUAN PEMBUATAN NPWP ONLINE BAGI TENAGA KERJA ASING DI KOTA BATAM Siahaan, Arta Uly; Harlyan, Gendhy Dwi; Rahmi, Anis; Prasetyaningsih, Sandi; Suandi, Fadli; Prasetiya, Happy Yugo; Nur Cahyono, Yusuf Rizky; Kanistren, Aragani Timur; Adam, Chairoel; Sari, Luthfiya Ratna; Amadia, Rini; Miranto, Cahya; Firmanda, Ardiman; Ramadhani, Widya Putri; Saputra, Aldino; Saropi, Ahmad; Tambun, Gerson Julyfer Parulian Tambun Julyfer Parulian; Alfian, Alfian; Mahadi, Aisyah Beningsari
MINDA BAHARU Vol 9, No 2 (2025): Minda Baharu
Publisher : Universitas Riau Kepulauan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33373/jmb.v9i2.7698

Abstract

Salah satu masalah yang dihadapi oleh tenaga kerja asing tersebut berupa kesulitan dalam proses pembuatan Nomor Pokok Wajib Pajak (NPWP) secara online melalui website Direktorat Jendral Pajak (DJP) dikarenakan tidak ada fitur pendukung ubah bahasa asing yang diperlukan tenaga kerja asing (TKA), serta kebutuhan adanya pendamping TKA saat pengisian alur pengajuan NPWP. Pengabdian ini bertujuan memberikan solusi melalui pembuatan video tutorial berbahasa Inggris untuk membantu TKA membuat NPWP secara mandiri. Pelaksanaan dilakukan dengan metode art-based research yang mencakup pra produksi, produksi, dan pasca produksi konten multimedia menggunakan pendekatan MAVIB (Multimedia, Audio, Visual, and Broadcasting). Video berdurasi 5-10 menit menggabungkan elemen live action dan motion graphic yang menjelaskan langkah-langkah pembuatan NPWP sesuai prosedur DJP sehingga TKA dapat memahami proses administrasi perpajakan tanpa bergantung pada pendampingan perusahaan. Berdasarkan hasil evaluasi kepuasan pengguna, 55% menyatakan sangat puas secara keseluruhan, 57% sangat puas dengan kualitas audio dan visual, 71% merasa video sangat membantu memahami proses pembuatan NPWP, serta 57% merasa lebih percaya diri dalam membuat NPWP setelah menonton video.