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Fahmi Candra Permana
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multimedia-kdcibiru@upi.edu
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INDONESIA
Edsence: Jurnal Pendidikan Multimedia
ISSN : 26852489     EISSN : 26852535     DOI : -
Core Subject : Science, Education,
Jurnal Pendidikan Multimedia (Edsense) is a national journal intended as a communication forum for Multimedia and other scientists from many practitioners who use Multimedia in research. Edsense received a manuscript in areas of study Multimedia widely, and multidisciplinary based on Multimedia studies derived from problems of eduaction, Learning and Science.
Arjuna Subject : -
Articles 8 Documents
Search results for , issue "Volume 6 No 1 (June 2024)" : 8 Documents clear
Future of Multimedia: Mixed Reality in Virtual 3D Exhibitions and Digital Products Padmasari, Ayung Candra; Bin Azizan, Ahamad Tarmizi; Fadli, Muhammad Nur; Salsabila, Rifda Falsa
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.70395

Abstract

Creative digital application products are currently expanding rapidly and become the base of many countries to compete in the global market, including in Indonesia, which is preparing the creative economy of the digital application development subsector as a new force in the post-Covid 19 national economic recovery, especially in the focus of achieving the Sustainable Development Goals (SDGs). In the 2020 Game Industry Ecosystem Map report, it is known that 57% of the 80 surveyed digital application development companies said that productivity has declined since the pandemic, with the emergence of a new variation of Covid 19 type Omicron appearing at the beginning of 2022, making the impact of the epidemic on the industry huge. Therefore, the government has made a policy to carry out the recovery jointly through the Programme Strategy (RPJMN) of the National Medium-term Development Plan 2020-2024 (SDGs, Objective 4 Quality Education), on the Development Programme of innovative study programmes adapted to the needs of development and industry, with a partnership strategy of universities and industry for curriculum alignment, development of curricula, research and development activities. The method used in the research is MDLC (Multimedia Development Life Cycle). In this study, 1 virtual 3D exhibition building was produced with 6 rooms consisting of a game and application media room, a digital illustration room, an industrial partnership room accompanied by an interactive navigation design based on Mixed Reality.
Forecasting Demand for Motorbikes at Astra Motor Balikpapan Using Support Vector Regressor Rizki, Rifaldho Muhammad; Mujahidin, Syamsul; Paninggalih, Ramadhan
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.65882

Abstract

Forecasting requests for motorbikes is a critical aspect of Astra Motor Balikpapan's operations. The Support Vector Regression (SVR) model, a method commonly used in forecasting, is particularly useful when dealing with complex data that may contain outliers and when the data is limited. This research evaluates the performance of the SVR model in estimating requested motorbikes at Astra Motor Balikpapan for 3, 6, 9, and 12 months, and analyzes the impact of parameter changes in the model evaluation. The request data for Astra Motor Balikpapan motorbikes used for five years or 60 months, which are divided into two parts: training and test data. The SVR model was built with three Kernel types: linear, polynomial, and RBF kernels. The evaluation results demonstrate the SVR model's ability to predict request motorbike with Sufficient accuracy, with minor mark errors, including an average MAE of about 0.49, RMSE of about 0.58, and R² score of about 0.99. Parameter changes also affect model evaluation, as in the case of ADV motorbike with RBF kernel; adjustment of parameter C from 0.01 to 10 results in significant accuracy, decreasing MAE from 0.36 to 0.004. This study concludes that the SVR model is an effective method for predicting motorcycle requests, with practical implications for Astra Motor Balikpapan's operations.
Challenge in Future Ip-Based Voice Communication System for Air Traffic Control Nurhidayatulloh, Nurhidayatulloh; Hendrawan, Hendrawan
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.72266

Abstract

The most important part of the modernization of Air Traffic Management (ATM) is the Voice Switching and Control System (VSCS) based on Circuit Switching (CS) technology. This technology has Quality of Service (QoS) on Bandwidth, Delay, and Jitter, but it is expensive to implement in small and medium airports. The development of Packet Switching (PS) technology with Internet Protocol (IP) is expected to become an alternative to modern and affordable systems such as the IP-based VSCS communication system. This research uses literature study and experimental methods to develop features and components of a portable IP-based VSCS communication system. The measurement results of this prototype have a delay of 100-150 ms, jitter below 50 ms, 0% packet loss, and varying throughput. Thus, the VSCS prototype built has performed according to the standards required by the International Civil Aviation Organization.
Emotion Analysis in Narcotics Video MINORIS Music on Public Service Advertisement Video Provincial Prosecutor’s Office Kepulauan Riau Nur Cahyono, Yusuf Rizky; Prasetiya, Happy Yugo; Adam, Chairoel; Saputra, Aldino
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.72331

Abstract

Minoris music is a musical composition created as a means of conveying messages to viewers who see a public service advertisement video with the title narcotics video. Minoris music is music that aims to make the audience feel the message that the narcotics video wants to convey. Minoris' music is an accompaniment to a socialisation video with a narcotics theme that is socialisation in nature. This socialisation is more specifically targeted at the world of education from elementary, middle, high school, to university levels. In the application of a method, the research used is, using a qualitative way The use of research in a qualitative way is a research concept that aims as a process of understanding the subjects to be obtained from research. For example behaviour, motivation, action and perception. The method is carried out thoroughly and uses the description method, in determining the right words and language according to the natural context. In revealing the context aspect in the application of the analysis of Minoris Music, the author uses the basis of the analysis of Music Cultures of The Pacific, The Near East and Asia, which includes aspects of time, and also the theory of tone, tempo as a reference that minoris music is able to play emotions in the socialisation video of public service advertisements. The result of the research is that minoris music can bring emotions in the public service advertisement video of the Riau Islands Provincial Prosecutor’s Office  using DAW Studio One. In its application is the application of Tempo and Minor Basic Tone used in the manufacturing process. In its application, the author will only analyse the musical relationships that cause influence in the aspect of Minoris music in the application of the Socialisation Video with the theme of narcotics.
Depiction of the Philosophical Meaning of Malang Masks based on Augmented Reality as a Learning Medium for Nusantara Art Sidyawati, Lisa; Soesanto, Soesanto; Lestari, Wahyu
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.72254

Abstract

Masks have various roles and functions in various regions and countries, including the use of masks as manifestations, worship tools, funeral equipment, dance costume attributes, and others. Masks are considered as carvings that reflect individual characteristics. In Malang, East Java, Indonesia, there is a Malang Mask tradition that is an icon of the city and inspired by the Panji story. Some masks are kept in museums, while others are used as props for the Malang Mask Dance. The Panji Museum and Kampung Topeng are places that preserve the history of the Malang Mask so that it does not become extinct. Unfortunately, these places do not provide complete information about the character of each mask, so visitors are often confused. Therefore, researchers developed an application that can present infographics of the character of each mask along with its philosophical meaning. The development method used is the Borg Gall model, which is simplified into 7 steps due to time constraints. The result is an Augmented Reality-based Panji Story Mask infographic application that depicts the masks and costumes worn by the dancers along with their philosophical meanings. The depiction of the character of each mask is expected to be an example for the younger generation to understand good and bad traits. This digital application is also expected to improve the image of the museum and become a learning medium for students and the general public.
Implementation of Design Thinking in Media Development “Kaca” (Kartu Baca) Sari, Intan Permata; Azizah, Amelinda Myrna Nur
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.69539

Abstract

One of the skills that must be achieved in low-grade elementary school students is reading. In reality, in learning there are still many low-grade students who are not able to read well. Low-grade elementary school students still need guidance from teachers in learning reading skills. Beginning reading skills are not just seeing a bunch of letters arranged into words, groups of words, sentences, paragraphs and discourse alone, but reading skills are activities to understand and interpret symbols, symbols, signs, writing that has meaning so that readers can understand the message conveyed. The purpose of this research is to design Reading Cards as a game-based learning media by applying the concept of Boardgames. In the process of developing learning media, the author uses the design thinking innovation method. Game-based learning media can utilize technology as an interactive and interesting learning media. The design of learning media KACA (Kartu Baca) is considered appropriate to improve the reading ability of students as users.
Physical Computing Modul for Informatics Learning Effindi, Muhamad Afif; Handayani, Wuritri
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.72288

Abstract

Informatics is a relatively new subject in Elementary and Secondary Education in Indonesia. Referring to the Guidelines for the Implementation of Informatics Content/Subjects of the 2013 Curriculum and related regulations and circulars, the subjects implemented since the 2019-2020 school year must have a School Repository. The Repository contains a collection of Learning Plans, Teaching Materials, and Portfolios that record the implementation of Informatics subjects. The challenge in developing subject material is the need to develop a combination of hardware and software for informatics learning class. This research aims to develop a Physical Computing Teaching Modul in order to answer the challenge. This research method includes a Literature Review, Material Design in the Teaching Module, and the creation of a Teaching Module with attractive packaging suitable for use in class. The research output is a Physical Computing teaching Modul.
Hanacaraka Javanese Handwriting Detection Using Recurrent Neural Network (RNN) Yusuf, Ichsan Nur Rachmad; Nurmalasari, Rin Rin; Kamelia, Lia
Jurnal Pendidikan Multimedia (Edsence) Volume 6 No 1 (June 2024)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v6i1.74727

Abstract

Hanacaraka Javanese script is a valuable Indonesian cultural heritage, but its use has declined due to a lack of knowledge and ability to read and write the script. The main challenge in detecting and recognizing handwritten Javanese script is the variation of its shape and writing style. This research aims to train computers to recognize Javanese script. Prior to this research, there have been several similar studies with different recognition methods. In this research, the Recurrent Neural Network (RNN) method is used. The process of detection and recognition of Javanese script letters is divided into three parts: input image of script images used as a dataset of 500 images for training data and 8 pictures for prediction test data, the process of creating a Recurrent Neural Network model, and the output of this design is the performance of the Recurrent Neural Network model. The test results show that the model has an overall accuracy of 96%, with an average precision, recall, and F1 score of 96% each. Sentences such as "Dhahara", "Jawanagara", "Malaca", and "Ramayana" were successfully detected completely correctly, although some sentences such as "Jayabaya", "Nyala", and "Palawa" experienced prediction errors.

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