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Jurnal of Applied Multimedia and Networking
ISSN : -     EISSN : 25486853     DOI : -
Journal of Applied Multimedia and Networking (JAMN) is a journal published by Study Program of Multimedia and Networking, Politeknik Negeri Batam. The JAMN is issued 2 times a year in electronic form. The electronic pdf version is accessible on the internet free of charge. We encourage all interested contributors to submit their work for consideration. e-ISSN: 2548-6853
Articles 11 Documents
Search results for , issue "Vol 5 No 2 (2021): Journal of Applied Multimedia and Networking" : 11 Documents clear
Motion Graphic Rate Card TVC Batam TV Nur Imma Aulia Astori; Sandi Prasetyaningsih
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.v5i2.3423

Abstract

PT. Batam Multimedia Television (Batam TV) is a local television station established on January 17, 2003 and Batam TV is included in the Jawa Pos Multimedia Group (JPM) as the first local television station in the Riau Islands. The implementation of Motion Graphic Rate Card TVC Batam TV, aims to provide attractive packaging information to the public regarding the price rates for advertising on Batam TV. The information that will be conveyed includes all price rates starting from day, hour and time.The motion graphics in this promotional video are created using the product development and validation method, Villamil - Molina. After the product is finished, the next step is to analyze the level of influence and effectiveness of the promotion media in the form of motion graphics using the EPIC Model.The results of the analysis use the EPIC Model parameters, namely the Empathy, Persuation, Impact and Communocation dimensions. It is hoped that this motion graphic can convey information clearly, easily understood and at the same time help the public, especially Batam, get information about the pricing rates for advertising on Batam TV clearly. . From the results of analysis and calculations using the EPIC Model parameters with an EPIC RATE percentage of 4.46 it is found that this promotional video is effective and feasible to be published and distributed to Batam Tv consumers.
Pembuatan Dan Analisis Motion Graphic Teknik Kinetic Typography Sebagai Media Edukasi Protokol Pencegahan Covid-19 Di Pt. Uni Metaltech Industry Annisa S
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.v5i2.3506

Abstract

One way to maintain the economic aspect of the Batam industry in the midst of the Covid-19 pandemic is to keep employees working in one way, namely WFH (Work From Home). However, this cannot be done immediately because it will have an effect on companies that cannot carry out the protocol. So in order to run the company to help the economic crisis that occurred, PT. The Metaltech Industry Union still has to stay operational. This of course can create new problems, if employees are free to act as usual without any precautionary protocols. Therefore, it is necessary to implement a good and effective prevention protocol.Based on these problems, a study was conducted in the form of a motion graphic product as an educational media for the protocol for making COVID-19 prevention at PT. Metaltech Industry Union and analysis was carried out afterwards. The research method used is the quantitative method with the Villamil-Molina settlement method (Development, Preproduction, Production, Post Production, Delivery). The results of product testing that have been made to experts get a Likert scale score of 3.76 "Fair" and then tested its effectiveness with the EPIC Model to 30 correspondent employees of PT. Union Metaltech Industry which obtained the results of the EPIC Rate 4.37 "Very Effective" by obtaining details (Empathy: 4.38, Persuation: 4.34, Impact: 4.38, Communication: 4.38) and the results of the questionnaire on kinetic engineering testing showed the final result "Very Effective"
Video Motion Graphic sebagai media promosi aplikasi RushTrail menggunakan Style Isometric Miftahul Husna Gahwa
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.v5i2.3733

Abstract

Penelitian ini berisi tentang pembuatan video promosi untuk aplikasi RushTrail dari perusahaan RushOwl PTE.LTD yang berjudul Video Motion Graphic sebagai Media Promosi Aplikasi RushTrail Menggunakan Style Isometric. Penggunaan Style Isometric karena dapat memberikan kesan yang indah antara 2d dan 3d yang membuat design Isometric terasa lebih hidup. Pembuatan video promosi ini menggunakan rancangan video Villamil-Molina yang terdiri dari 5 tahap yaitu Development, PreProduction, Production, Post production, dan Delivery. Analisis yang dilakukan pada penelitian ini adalah menganalisis efektif atau tidaknya video Motion Graphic sebagai media promosi aplikasi RushTrail bagi pihak Rushowl dengan menggunakan analisis EPIC model. Pengujian dilakukan kepada pakar dari Rushowl dan di dapatkan nilai sebesar 4,47 dengan kriteria sangat setuju dengan arti video ini efektif digunakan oleh pihak rushowl
Perancangan Sistem Hotspot Manajemen Berbasis Voucher Menggunakan Mikrotik Pada Jaringan Rt/Rw Net Di Era Pandemi Covid-19 yovan sakti; Maidel Fani
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.v5i2.3750

Abstract

The spread of the Covid-19 virus at this time, which has reached the level of apandemic, has had a huge impact on many sectors, and one of them is theeducation sector. All students starting from elementary, middle, high school,and also the Batam College itself turned into online study through mediaconference. Therefore, it is necessary to have adequate and cost-effectiveinternet access, to assist the smooth process of learning and teaching. One ofthem is the need for cheap internet access that can reach the homes of residentswho have students, and also cheap. For this reason, in this final project, wewill design a Voucher-Based Hotspot Management System Using Mikrotik onan Rt/Rw-Net Network in the Covid-19 Pandemic Era. In this final project, theresearch method used is qualitative research. Respondents in this study werelocal residents in the Villamas housing RT 02, and the final result of thisresearch is a hotspot system that will be used by working officer and localstudents to be able to access the internet for online learning purposes.
Pembuatan Iklan Game Berbasis Instagram Agnes Renica Irwan; Riwinoto Riwinoto
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.v5i2.3755

Abstract

Current developments have made online media or social media a platform that is widely used and in demand, and there have been many uses of social media such as Instagram for advertising or promotion. To promote products, among others, game ads "Bisa Jadi" are products that will be advertised on the Instagram social media platform in the form of video game ads. The game "Bisa Jadi" is a puzzle game where the player aims to guess the instructions and rules of the game. And the main purpose of making this game ad is to introduce or promote games made by the Indonesian Float Game company. Instagram is considered the right place to promote products in the form of advertisements and Instagram-based game ads. In Instagram there are also various kinds of features, and the features used in advertising the “Bisa Jadi” game use the Instagram Story.
Media Pembelajaran Berbasis Motion Graphic Sebagai Alternatif Materi Mesin Esec 3088 Untuk Teknik Manufaktur Elektronika Politeknik Negeri Batam Pragus Ilham Nayomi; Arta Uly Siahaan
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.v5i2.3763

Abstract

The motion graphics that are made are about the ESEC 3088 machine which is used as a circuit packaging machine or what is commonly called IC Packaging. So far, students and lecturers of Electronic Manufacturing Engineering have only used material from the ESEC 3088 machine in pdf and word form obtained from e-learning. From this problem, the author made a study "Motion Graphic-Based Learning Media as an Alternative ESEC 3088 Machine Material for Batam State Polytechnic Electronics Manufacturing Engineering", which aims as an alternative learning media that makes it easier for students to learn the procedures for using the ESEC 3088 machine. Research method The method used is Villamil-Molina's multimedia development method using pre-test and post-test methods, to assess the level of student understanding of the material presented in motion graphics. The results of this study are the results of the post-test test scores which are higher than the pre-test scores, which means that the motion graphics created by the researchers succeeded in increasing the level of students' understanding of the material presented.
Analisis User Experience Web halal Batam Di Pusat Kajian Halal Politeknik Negeri Batam Menggunakan User Experience Dimas Surya Fitriansyah; Riwinoto Riwinoto
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.v5i2.3768

Abstract

The web is a technology currently being developed in various fields, one of which is in the field of tourism, but in the world of tourism it is still not widely used. Batam Halal Web, is one example of the use of web technology in the field of halal tourism in the city of Batam. The limitations of using brochures as promotional media or information make the web one of the best promotional and information media to use today. This study uses the User Experience Questionaire method to analyze users of the Batam Halal Web application against the community or tourists in the city of Batam which will later produce data related to the level of user experience quality for the Batam Halal Web application. The results of the User Experience measurement for the Batam Halal Web Application get results that are above the average on the attractiveness parameters (1.43), perspicuity (1.54), dependability (1.36), and novelty.(1.08, while the efficiency (1.53) and stimulation (1.41) aspects are in the good category.
Analisis Usability Aplikasi Augmented Reality Procedure Mesin Wafer Mounting Di Teaching Factory Manufacture Of Electronics Faradina Perdana Jodanayang; Riwinoto -
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.v5i2.3770

Abstract

Augmented Reality adalah teknologi visualisasi yang saat ini cukup besar dikembangkan dalam berbagai bidang salah satunya dalam bidang pendidikan, namun di dunia pendidikan masih belum terlalu banyak digunakan. Teaching Factory Manufacturing of Electronics (TFME), saat ini masih menggunakan modul buku dan pembelajaran tatap muka sebagai sarana penyampaian materi khususnya di bidang pembelajaran mesin wafer mounting. Keterbatasan mesin yang digunakan secara bersamaan dengan minimal 5 mahasiswa, sehingga efektivitas pembelajaran menjadi kurang maksimal. Penelitian ini menggunakan metode Usability Testing atau uji ketergunaan dan kuesioner. Menurut Jacob Nielson (2012), uji usability berdasarkan lima aspek, yaitu learnability (dipelajari), efficiency (efisien), memorability (mudah diingat), errors (mengurangi tingkat kesalahan), dan satisfaction (tingkat kepuasan). Kuesioner penelitian berisi 13 pertanyaan yang mewakili kelima aspek usability dan disebar ke 5 responden, yaitu mahasiswa mahasiswa dari program studi Teknik Elektronika dan Teknik Elektronika Manufaktur Politeknik Negeri Batam. Berdasarkan pengolahan data diperoleh hasil bahwa aplikasi Augmented Reality Procedure mesin wafer mounting telah memiliki kelima aspek usability yang sangat baik. Hal itu ditunjukkan oleh nilai semua atribut yaitu di atas 3 (di atas nilai tengah) dari skala 5 dengan persentase kelayakan antara skor yang diobservasi terhadap skor yang diharapkan dimana hasilnya mencapai 84.92 %.
Analisa Gameplay Metric pada Game “Survive Jok” menggunakan unity analytics riwinoto riwinoto; Alfian Akmal
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.v5i2.3776

Abstract

Gameplay Metrics are about measuring a player's habits in a game such as navigation, items, use of abilities, jumping, progress or whatever a player in a game is doing either 2D or 3D. one way to get data for Gameplay Metrics is to use an application that can calculate each interaction between the player and the game being played and can provide data in the form of interaction results for each specified variable. In this case, the author wants to use Unity Analytics in the Unity 3D application to get Gameplay Metrics results to be able to analyze Gameplay in the game. The game used is a game that was created by the author with the title "Survive Jok". This is a 3D isometric game action platform where players must avoid collect the items and enemy to proceed to next level . By using Unity Analytics unity 3D in the game, each game is played, the game will provide data according to the specified variable that calculates every player's progression during game play. The results of this will be used to analyze Gameplay made to evaluate the gameplay that has been made .
Analisis Performa Prototype Game Pada Platform Android riwinoto riwinoto; William Tan
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.v5i2.3781

Abstract

Currently, technological developments are very advanced. Some people already use and have Smart Phones or Mobile Phones. One aspect of Smart Phones is Mobile Games which can be downloaded in the App Store or Play Store. Mobile games have compatibility with today's users. In the development of mobile games, one of the important things is the optimal performance of the game that can run on the device. This research is an initial study to determine the performance of the game prototype that is being worked on. Performance analysis includes computational rendering, scripting, physics, animation, garbage collection, global illumination, UI and others. Performance is done using the Unity Profiler tool available in the Unity 3D IDE. Observation results show that the game prototype that has been developed still has poor computational performance because the FPS produced is only up to 15-20 FPS level where ideally it gets 60 FPS. Further research is needed to determine the optimization steps on the game prototype before moving on to full-featured game development

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